Im still a newbie, but I think a specular map would eliminate those exessive highlights, for example on the eyes. Else this dude has grease smeared all over his face.
Now, I looked into the mirror in my room and I would say that the lighting also play a part here. So a specular map would reduce the highlights.
And what kind of light/intensity makes those highlights on the skin? Maybe the specular map reduces the specular ligth made in maya, which would be a good thing I guess, as the light causing the specular highlights is too intensive.
So in the name of newbieness I shamelessly pronounce an explanation.
One thing is the light, being either diffuse or diffuse with sunlight. Main thing is that the soft diffuse would probably not cause soo much specular highlight, as the sunlight. A lamp would cause some highlights, but I guess it would cause highlights on a limited part of the face.
Second, the skin itself may have bumps that should eliminate specular highlights. Looking at you face here, makes me think that the specular light here is too ignorant of the dents and bumps in the face, as the specular lights shines over whole areas without being divided into smaller speculars, which I think is looking more real.
So I guess a specular map would divide the specular light into more realisticly looking highlights. I guess this face is flooded with highlights as there is no specular map, that proportions the highlight to the bumpmap and shows the subtle light/specularity like in reality.
Heh, I think I learned something here. But let me know what you think guys!
Youre right Unseth, in the skinshader there are dif/spec maps present, but I haven't tweaked them for maximum result. I just couldn't wait to post the thing. As a newbie this means a lot of jazzin' around with the maps and settings, and even more test renders
And for the eyes, there's only a bumpmap present. Still working on the rest.
I like this guy! He's REALLY cool looking and in a way is kinda creepy! <shhuddder>
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