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Спасибо за пояснения.
Can you teach me how to correctly use colors on the specular map?
What color for glossy, what color for semi glossy and what color for non gloss?
Also how do I generat normal maps?
I'm not good at texturing.
The lower the Rougnhess the glossier the surface. Roughness of 1.0 (255 in byte version) is for non gloss. Do not recommend to set Roughness to zero. Just close enough.
At current generation normal maps are generated by baking high detail geometry onto low detail.
The red channel defines the horizontal (X coordinates) vector. The green channel defines the vertical (Y-axis) vector. The blue channel determines the height (axis) of the vector, all values up to 128 means that the surface is not visible (or rather twisted in the other direction) and it is not a dynamic light. Therefore, these values are not used and texture to the normal purple color.
Normal maps can be created in 3dsmax, also there are plugins for photoshop and paint net. Are there other programs that can do it in the likeness of CrazyBump.
(Specular map – texture that shows the ability of the reflecting material. Shows the reflection of light falling on it. A specular map contains the pixels in the black-and-white color scheme. The lighter the pixel, the greater the ability of a material to repel light and the brighter it glare from the light. Accordingly, the darker the pixel, the v becomes material and loses its ability to reflect light. Materials For ceramic tile and polished metal can be used bright colours and fabrics and wood - dark.
But I see this game uses colored specular maps.
In this game, as said antales, the blue channel is not used.
A texture that controls the intensity/color of the specular highlights from real-time lights.
Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the Specular gloss map.)
Amendment.
Obsolete. The game uses a different, more advanced rendering method.
Maybe you will help
Normal map[wiki.polycount.com]
Tool[cpetry.github.io]
Specular Maps as you described were used in euristic lighting midels like Phong or Blinn. Today they are obsolete. Now we use Physics Based Rendering (PBR). Common model is a Cook-Torrance microfacet approximation model with Roughness. Roughness describes a reflection distribution. Roughness of zero (polished surfaces) corresponds to mirror. Roughness of 1.0 (255) corresponds to non-gloss surfaces. Roughness is a scalar parameter so we need only one texture channel - we use Red. Brighntess (or Intensity) of the reflected light stored in Green. PBR approximations do not use Intensity as a parameter, but we use for artistic purposes. In most cases you want this parameter to be 1.0 (255)/
here is how it looks: http://i.imgur.com/J6PRch6.png
Download this pluginfor paint.net, normalmapplus
https://drive.google.com/file/d/0B3gGHvIrj_sWOXNheXhqS3FNUlk/view?usp=sharing
Under effects\stylize NormalMapPlus
@simplesim7: yeah, and what about plugin? I put it into paint.net/Effects folder, and in Paint.Net I can just alter normalmap, but the way normalmap is saved is still the same.