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Be warned - it involves model stacking. Even if you don't follow his guide, judging by the gold pieces on his suit, they're gonna need to be stacked for the tinted specular.
https://developer.valvesoftware.com/wiki/$envmapmask
for example thats one called 00000002B4DD
PS also https://developer.valvesoftware.com/wiki/$phong
on phong theres something like
$phongexponenttexture <texture>
PSS but i have no idea what im talking about :)
https://web.archive.org/web/20190529132025/https://forum.facepunch.com/dev/buoiq/A-Guide-on-Metalness-PBR-to-SFM-and-Garry-s-Mod/1/
I'm not sure if I have the textures it needs, like the albedo or metalness. The original guide specifically for overwatch models is a dead link-- do you think I could do the strategy without those materials, or could I easily create those materials?
about the texture formula. i think to remember the red and blueish textures contained this stuff. the red channel below 128 is specular value and above 128 is the metal mask. the roughness aka inverted phongexponent is in the green or blue channel. your choice which compression pattern looks better to you.
Also, you can indeed blur envmaps, using micro bumps. Here's fuzzy reflections on a gold material. https://i.imgur.com/fVIBe95.png
i don't see that there. xcuse me. i'm a technical person. microbumps don't blur the envmap. they are just more randomly sampling it. to blur an envmap with roughness you'd have to take a ton of samples (which are kinda expensive at 3:1) and average them per pixel. or use a precomputed "irradiance" (blurry) cubemap (mipmap) with a 3dtexlod operation, which is the thing sfm didn't support at this stage of development. so... mmh.
anyway... performant editing tech above. signs out of topic. :)
Then you'd understand why blueflytrap's guide works, and why those results are impossible to create traditionally.