Hello guys, i'm 3d artist with some experience in creating textures.
And i decided to make a track mod.
I'm making a whole a street with creating textures in Substance Painter, and i met very big trouble for me.
Gloss/Specular variations. I thought this game have that feature, but no. This was a huge sticking point while texturing the architecture, because I was hoping to be able to create variations of Gloss/Specular maps, because all those cool graphics videos on youtube hinted to me that such a feature should be in-game.
But after doing some reserch, I found the updated shaders from Ilya x4fab and Stereo and it seemed to me that this is the solution, finally Specular channel can be edited by texture, instead of manually twisting a slider that changes the whole Specular.
But, I found out that the shader ‘stPerPixelMultiMap_Specular’ in general is not different from the main Multimap. There is no difference with and without loaded Specular map.
So here I am, with a question - why is it so?
KSEditor is kind of new, it was installed with Corsa. And it generally supports all the other functionality of the new shader, except for what I expected.
Then an additional question, has a way of mixing Glosiness-maps within the engine been invented before?
My mod consists of an entire street made up of houses and it would be very cool to see the difference in the roughness on the plaster material.
Thanks for your attention.
And i decided to make a track mod.
I'm making a whole a street with creating textures in Substance Painter, and i met very big trouble for me.
Gloss/Specular variations. I thought this game have that feature, but no. This was a huge sticking point while texturing the architecture, because I was hoping to be able to create variations of Gloss/Specular maps, because all those cool graphics videos on youtube hinted to me that such a feature should be in-game.
But after doing some reserch, I found the updated shaders from Ilya x4fab and Stereo and it seemed to me that this is the solution, finally Specular channel can be edited by texture, instead of manually twisting a slider that changes the whole Specular.
But, I found out that the shader ‘stPerPixelMultiMap_Specular’ in general is not different from the main Multimap. There is no difference with and without loaded Specular map.
So here I am, with a question - why is it so?
KSEditor is kind of new, it was installed with Corsa. And it generally supports all the other functionality of the new shader, except for what I expected.
Then an additional question, has a way of mixing Glosiness-maps within the engine been invented before?
My mod consists of an entire street made up of houses and it would be very cool to see the difference in the roughness on the plaster material.
Thanks for your attention.
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