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Showing results for tags 'specular map'.
I'm trying to make a very basic clothing HUD the operates very similarly to an omega applier. A single button that will send texture map, normal map, specular map, and glossiness. I'm using llRegionSayto() to send the UUIDs from the HUD over to the clothing. I'm using llSetLinkPrimitiveParamsFast to set the maps to the clothing. the only problem I'm having right now is being able to set a value for glossiness in the HUD script that will then send over too the clothing script. Any help is greatly appreciated. Reciever Script HUD Script
Is displaying a rich velvet texture such as silk velvet at all possible using specular and normals maps? Or can it not handle something like that? I haven't really seen materials enabled velvet textures that look like the real thing just by browsing the marketplace, so would it just have to be baked or painted in? Shiny things seem easy to make and map but something like this seems too complex for SL yeah? See the photo link for what I mean, with silk velvet the light is reflected more from the fibers that are on the side or edge of whatever it's wrapping around rather than from the front.
Hi. Only recently i started texturing from mesh kits, so far i've been editing AO Maps and i'm pleased with the results. However this time i found a mesh kit which doesn't include an AO map and leaves me with a specular map, a normals map, a UV map and some example textures. What i've noticed from the example textures is that they have been delivered with a lot more realistic looking shading and wrinkling going on than what's visible from either the SM and normals map. Which leaves me wondering on the question: Could the wrinkles and the shading have been generated or are they the result of photo editing? I also have a second question which boils down to: When I made a texture from the SM it looked very flat, so in the "Bumpiness" section of the textures window I added the normals map but it leaves me with no visible result at all, why?