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It Gets Even More Complex


Fingernail

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I don't see the point there. Glossiness? For lipgloss? How would it make the skin look more realistic?

 

I can see our Thief hiding in the sahdows. Suddenly a guard appears."What's that sparkling over there behind the crates?" Goes investigating "AAAAAHHHH! He blinded me with his lipgloss! Quick! Run! It's The Lipblinding Thief!"

Gerhard

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With specular highlights, there are two variables. One is color/brightness - this is an RGB value, and is portrayed in the specular map. The other is glossiness, which controles how "tight" the specular looks. Compare the highlights on a glass cop to the highlights on a piece of plastic. The glass has very sharp, very small highlights - it is much, much glossier.

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I don't know if we can do it like this, but my idea would be to make it so subtle that you don't even register it consciously. The best thing would be if, you just think "That could be loot" but you don't really know why you think that. Unless you directly compare two images. :)

Gerhard

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I don't know if we can do it like this, but my idea would be to make it so subtle that you don't even register it consciously. The best thing would be if, you just think "That could be loot" but you don't really know why you think that. Unless you directly compare two images. :)

You register what you see in a game and what you see in reality a bit differently, Spar. Gloss effects similar to the one described above are everywhere, you simply don't pay attention to it because you see it everytime you open your eyes. But if you slap it ingame it's a totally new effect and it draws attention to itself. Even if it were used in a totally realistic sense it'd stand out simply because you're not used to seeing it.

 

Glossmaps definately have a use.

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