Hi friends!
Recently I started modelling for Train Simulator and now I am working on to understand the procedures of how a model is made fully functional in the game itself.
So I made a simple cube to work on Specularity. I made a specular map as a channel for my diffuse texture for the cube and used the shader TrainSpecEnvMask.fx to understand how specularity and environment map works.
I put the value for UV arg1 or the phong size as I read somewhere(correct me if i'm wrong) to about 36!
However I made three different observations which I am going to demonstrate through photos below:
1
The shine looks satisfying on the top of the cube seen from against the sun!
2
But as I move further away from the cube it spreads out which I think should be ok but I don't know so I am asking you all whether this is the correct behaviour or not
3
Now comes the problem! The face facing the sun shines brightly and so nothing can be seen other than the huge amount of white shine!
I don't want it to shine this way. I want every face to be a less shiny surface with shine just like or about the same as the first pic!
What shall I do and what am i doing wrong.
I can also post the pic of alpha channel if that needs some changing!
I am not very good at texturing right now.
Also what is an env mask?? a dummy texture replaced by the game or something else