# Rendering metallic look

I would really like to get the same metallic reflection look as in CSR Racing for my game in the simplest way possible. It doesn't have to be top-notch, but right now my rendering looks horrible and is in need of some serious improvement. Metallic reflection rendering seems pretty complex (for instance looking at this), so I need some advice on what to try.

I realize CSR Racing renders using some type of environment mapping. Can I cheat using spherical env maps, or do I need cube maps? (Nonetheless I will use static images, it's too much work to generate on the fly, and I'll keep each level in the same "tone" so I think it will work well enough.) How should I map my UVs for the env map? Or should I use the normals? If so how to tranform 3D-normals to 2D? What texture transformation to use? I tried to use the camera transformation with the same UVs I'd have used for a diffuse texture (and using glEnable(GL_TEXTURE_GEN_S)), and there was some... result, but I think that's on the wrong track?

Do I need to use specular maps, even for a shiny, clean metallic surface? When I look at what specular maps are used for it seems like they hold information of what is matte and what is shiny. Any tips and tricks highly appreciated!

• Possible duplicate of gamedev.stackexchange.com/questions/23154/… – msell Apr 1 '13 at 19:10
• @msell: possibly, but I want to know if (and perhaps why) sphere mapping is out of the question. – Jonas Byström Apr 1 '13 at 22:20
• Can you provide a screenshot of your current rendering? That would make it easier to give suggestions. – msell Apr 2 '13 at 4:53