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3D modeling textures | Locked | |
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Oct 27 2009 Anchor | |
I was wondering if someone could point me to were some texture tut's are Regards --
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Oct 28 2009 Anchor | ||
this would be amazing |
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Oct 28 2009 Anchor | |
Just google it, theres so many around! -- Portfolio |
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Oct 28 2009 Anchor | ||
Textures Recommend Uvmapping / Modeling Recommend |
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Oct 28 2009 Anchor | |
Any more would be great people, Maybe more with steps showing how to do stuff --
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Oct 28 2009 Anchor | |
What Aza posted is fine, theres a video UV mapping tutorial there, Game-artist.net this one, WATCH IT. -- Portfolio |
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Oct 28 2009 Anchor | |
Ok they are good tut's but its not step by step in most, Most are ok i did this but dosnt say how i did it Edited by: Goobyplssss |
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Oct 28 2009 Anchor | ||
With all due respect, no one learnt by being spoon fed, we have given you the resources you need to learn what you want, if your not willing to put in the hard yards to learn how to effectively use these tutorials, you would be best off going to a 3d course where they will hold your hand through the creation of a square, then uv mapping it, and skinning it. I have some very old and very poor "basic" hold your hand tuts here. As for ambient and specular Hope that helps a bit. |
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Oct 29 2009 Anchor | |
To use some different terminology: Diffuse Map:the color that the light scatters equally in all directions so that the surface appears to have the same brightness from all viewing angles. It usually contributes the most to an object’s overall appearance and it can be considered the “main” color of the surface [it often is actually just a 'color map', but people have been calling it a diffuse map for a long time now so you might as well just roll with calling the color map a diffuse map unless you get into some heavy rendering]. Ambient Map: color that appears on areas that are shielded from light but are still visible due to an ambient light. With advanced shaders it is better to add an ambient occlusion here instead of baking it into the diffuse so that the occlusion will only show up when lit by ambient light. Specular Map: Covers the reflection of lights on a surface (which tends to create shiny highlights depending on the material/surface properties of the object). With simpler shaders, this is usually just a gray scale image (black = no specular, white = specular). With better shaders / materials, specular gets broken up for more control over the surface: Specular Color: For many materials specular will reflect the color of the light source, not the color of the object. But there are some materials (like different metals, gold for example) where the specular highlight reflects the color the the object (gold). Edited by: Cryrid |
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