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Hand-Painted Specular Maps Vs. "Attribute" Generated

In a previous post (5/17/15,) I showed what the specularity of the Lil Fee looked like when generated by an “attribute” - having the specularity’s Color attribute control a “general” amount across the texture…

Here’s a comparison between a custom, hand-painted map and the one generated by an attribute. The first image is the hand-painted Specular Map:

Skin_Hand_Painted_Specular_Map_BANNER

Notice how the specular is more intense on certain areas: the nose, cheeks and chin in comparison to the rest of the head, plus, I can make the freckles dull in specularity and I can avoid any “blooming” as in the top of the head…

Skin_Attribute_Specularity_BANNER

And the image above is the one where the specular is generated by the Specular’s Color swatch. This creates a “constant” specular across the head, so when you get a good result, say, for the nose, the specular gets “blown” on the top of the head…



Cheers!