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# 4 24-03-2008 , 04:41 AM
LauriePriest's Avatar
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Join Date: May 2003
Location: London
Posts: 1,001
lol apply the reflectivity map you have as a specular map, and set reflectivity to 0.5 odd... its a multiplier so if you set it to 0 you will get no reflections.

The issue your having is that the reflectivity values you are using are very high, instead you want get this varition in the specular (shineyness) attribute and then control the effect broading using the reflevity attribute as a float not a mapped attribute.


TGA wont make a diffrence now since your textures have allready been compressed as jpg. In the future dont save out as jpg, they generally have a very low bit depth and really bad compression. I texture in 16 bit at least with tga. jpg are only 8 bit so alot less color range and your more likely to get banding if yout try and play with your values much.