Painting specularity in Mudbox...

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  06 June 2013
Painting specularity in Mudbox...

I'm just wondering what other people do when painting spec maps in Mudbox...

What I've been doing is painting them as a normal texture channel, using values of gray, as opposed to actually painting a spec map in the spec channel.

I started doing it this way because it's a whole lot easier to get an idea what the specularity is going to look like. When I try painting specularity in the spec channel, often I can't even tell what's being changed due to the fact that it seems the light has to be dead on the area you're painting to be able to see any changes. So I paint, move the camera, see my mistakes... undo, redo, undo, redo... wash, rinse, repeat...

Is there some special trick to it I'm overlooking, some better way to set up the lighting to be able to take advantage of Mudbox's OpenGL real time spec? As it is, it seems to be more trouble than it's worth, and more predictable to simply paint in grayscale in a diffuse channel.
You know, the old fashioned way, before things supposedly got easier.

Thanks for any tips.
 
  06 June 2013
i do a bit of everything... painting in spec and diffuse channel... rotating the light with shortcut L... soloing the paint as diffuse with alt+eye icon on the layer....

to solo the spec as diffuse you have to turn it on in the prefs...
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  06 June 2013
Originally Posted by oglu: i do a bit of everything... painting in spec and diffuse channel... rotating the light with shortcut L... soloing the paint as diffuse with alt+eye icon on the layer....

to solo the spec as diffuse you have to turn it on in the prefs...


Solo the spec as diffuse, eh?
Man, I didn't even think of that. There are a lot of Mudbox options I tend to overlook, lol.

Thanks again Cristoph, you always have great advice!
 
  06 June 2013
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