As I write this it is 6:14 am. I'm quite awake oddly enough despite waking up at 10am this morning and going to Open09. Speaking of which, it was pretty fun. Lots of ideas and talking going on, who doesn't like talking about games? Probably a lot of people, I might be the minority here...
God why am I still up... Do I risk just...staying up and getting an energy drink as soon as the shops open? Nah, to hell with that, I need sleep (it's taking a lot of effort to not swear). Anyway, I figured at this point I would post a thing I did today cause I finished my other thing so I can start the thing I wanted to start tomorrow...
I hope I finish the thing by thursday...that's what? 3 days? Pssh, I can do that. Anyway, while I was doing something I remember that I should write down what I was thinking about while doing it. Soooo uhh, here goes.
Eccentricity - Specular Power - Controls how strong the highlight hot spots are. Low values (black) make smaller, stronger hot spots while high values (white) make larger, weaker hot spots. Make maps with details from diffuse map (lots of different shades and values)
Specular Roll Off - Specular Masking - Controls how strong or spread out the hot spot is. Low values are weak while high are strong. Make with flat/block in values.
Need to find the right balance...need a lot more strong, small hot spots.
Specular Colour - Specular Colour - Controls what colour the highlights will be when light passes through them and returns to...the void? Somewhere... lost my train of thought... Oh right. Using dark, dark colours (usually blue from what I can tell) to make the specular highlight as white as possible. Can get a rough preview by setting the specular layer on Linear Dodge (add).
Currently I need to tweak the colours of the spec map, and change a few values here and there. I also cannot believe my image hasn't uploaded yet, jesus what is it doing? I started when I... started this entry and it still hasn't finished. It's 6:45... really? I must have dozed off. Yay, there it is. Only 6:30... no, that can't be right... anyway...
Rendered with some toolbag thing...downloading Unreal Development Kit to see if I can use that as a rendering engine. Lighting in Maya is annoying. Uhh, probably going to sleep now until... well, tomorrow. I wonder if my parents are reading this - if you are, don't call me for a couple of days. I won't be conscious.
EDIT: Clarity note, I may have had spec roll off and eccentricity mixed up. Spec Roll is where I control the intensity of the highlight and eccentricity is the sharpness of the highlight. A spec map is what I expect it to be basically, a greyscale version of the colour map. Light/White = stronger highlights. Invert the roll off map and get a base for eccentricity map.