A specular map in CoD is actually made up of two textures: Specular color map - the reflection color (RGB) Cosine power map - the reflection amount / glossiness (Grayscale) Asset Manager merges both to a single IWI, indicated by an ampersand & in the name. The power map becomes an alpha channel and is merged together with the color map to a RGB+A texture. The brighter the color map is, the more shine is applied to the final material. The goal when creating a cosine map is to fill the image with a solid value to represent the general specularity of the surface and then darken areas where weathering would occur... 8)
Hi.. mobile processors r bit diffrent as desktop ones... i7 for laptops ( only MQ/ HQ/ EQ/ EC/ has 4C/8T 6MBcache rest 2C/4T 4MBcache) i5 for laptops (all have 2C/4T 3MB cache)
Normals in texture view (6) Normals in shaded view (5)
to fix it u need to: 1- select object then press F8 (toggle to go into VERTEX/Object mode) 2- select all verts 4- go into Normals->Set To Face (in options its set by default to unlock normals) 5- Normals-> Lock Normals
if u wanna see vertex normal pivots go into Display->Polygons->Vertex Normals ( u need to b in Object mode to show/hide normal pivots)