I didn't use it for anything, just read an article about so called "physics based shaders", where gloss maps were explained, and I remembered, that sc2 shader has one, so I tested and found, that it works.
They could be used for some cinematics models. Maybe for fantasy creatures, who usually have low-glossy clothes with high-glossy metallic parts on them, and also medium-glossy skin. Using bare specular map is enough for rts models.
I tired to make a realistically metallic zealot with his face and hands still look non-metallic (also used environment map with a mask, to increase the effect).
That looks amazing. You should apply it to a few Protoss structures and units and show us how it all looks ingame or in-editor when there's several of them in a same environment.
That looks amazing. You should apply it to a few Protoss structures and units and show us how it all looks ingame or in-editor when there's several of them in a same environment.
@DrSuperEvil: Go
Yeah, if he keeps iterating it, though, I'm fairly certain it won't be noticeable anymore.