You see that i run out of topics by talking about tricks which aren’t existing. Do you know that, if a game looks better in your imagination than it actual does? I had a nice detail in my mind which i saw in Bioshock. So i revisited the game and…it wasn’t made how i thought. :(
So what now? Forget about it or mention it anyway? Maybe someone could use at least the idea…let’s see:
When i saw this door in Biohock for the first time, i immediatelly noticed: the reflections are well done. And today i think: they still are! Look how great the wood differs from the glass. And how the two structures of the glass pop out. ♥ But i had something different in my memory…
- Maybe i could inspire you to think about the specular issue in general. It’s very interesting how light works and how we try to press this complex phenomenon in game engines.
- I think even with a standard specular map, the door is a really great example how well specular can (and should) be used for different materials.
- Something which speaks against the idea of controlling the reflection size (besides of the setup effort): You have to store the information somewhere. Regardless if you do it per vertex color, in a texture mask, in a color channel or per object: you need extra resources.
I would love to hear your opinion about this article. Because it’s not about an awesome trick but on the other hand it is definitely a great example. So feel free to contact me and tell me your opinion!