hey all , merry xmas ... and happy ut3 lol.
well im in the process of making the first material shaders for a map im messin with ... now that everything but a shell is static mesh i can finally work the way i want .
so i created a nice material from diffuse color , specular , specular power , and normals ... looks rather incredible in the material editor ...
now when i apply the material to a surface and rebuild lighting it turns flat toned again ... some other people at beyond unreal forums are having the same problem .
does anyone know how to keep the detail in your material ?
[EDIT] well i used a dynamic setting in the point light and got something better but its still not close :
before :
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fspec.jpg&hash=e1df9870538a9fc611dacc5d2355c0c50f825645)
after building light :
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.reason3d.us%2Fspec2.jpg&hash=1dfc8a9466159c1a0805278cd7e0faee7d2fa1f7)
Looks like it isn't showing your specular. Can you post your material settings?
Strange. It looks as though it got darker.