it’s been a long time since I have been active on the forum due to studies and work(I stopped in 2k9).
As I have re-started to work on an old mod I worked in the past, I need a bit of help understanding the new features available in the source sdk 2k13.
I have heard that it’s possible to have phong and specularity in the same vmt (would allow to have a fake PBR I guess) but I can’t manage to do it.
Well I managed to but I had like to have different phong mask and specularity mask.
I tried to play by setting basealphaenvmask 1 in order to store the specular mask in the alpha of the diffuse, and the phong mask would be in the
normal map alpha but without success.
Do you have any tips, vmt sample or explanation on how to achieve the result I want?
This is really frustrating to see my model looking so good in Quixel and looking like crap when imported in source because I can’t manage to have that
Thanks in advance!