Hi all, hoping someone can help me with a skin creation question.
I come from skinning for Grand Prix 4, where the specularity/reflectivity of each part of a model's texture is controlled by a greyscale Alpha Channel for the texture file in question; A Simple 100% white = Mirror finish, graduating down to 100% Black = Matte (Flat) finish.
What I'm wondering is how to, if it's possible, go about having similar control for a texture for this car. i.e If I have some areas that I want to have a particular level of reflectivity (say a Chrome decal or area of paint), and areas that I want to have another level of reflectivity (say a low-gloss black area), how would I go about that?
Regards,
Doug.
P.S: Fantastic work as always team, really setting the gold standard here.
I come from skinning for Grand Prix 4, where the specularity/reflectivity of each part of a model's texture is controlled by a greyscale Alpha Channel for the texture file in question; A Simple 100% white = Mirror finish, graduating down to 100% Black = Matte (Flat) finish.
What I'm wondering is how to, if it's possible, go about having similar control for a texture for this car. i.e If I have some areas that I want to have a particular level of reflectivity (say a Chrome decal or area of paint), and areas that I want to have another level of reflectivity (say a low-gloss black area), how would I go about that?
Regards,
Doug.
P.S: Fantastic work as always team, really setting the gold standard here.