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3D modeling textures (Forums : 3D Modeling & Animating : 3D modeling textures) Locked
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Goobyplssss
Goobyplssss Leeeeerrrrrrooooooyyyyy!
Oct 27 2009 Anchor

I was wondering if someone could point me to were some texture tut's are
I mean like how to unwrap and how to MAKE YOUR TEXTURE in PS or something
Etc etc

Regards
Angusman

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Oct 28 2009 Anchor

this would be amazing

myles
myles Woah.
Oct 28 2009 Anchor

Just google it, theres so many around!

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Oct 28 2009 Anchor
Goobyplssss
Goobyplssss Leeeeerrrrrrooooooyyyyy!
Oct 28 2009 Anchor

Any more would be great people, Maybe more with steps showing how to do stuff

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myles
myles Woah.
Oct 28 2009 Anchor

What Aza posted is fine, theres a video UV mapping tutorial there, Game-artist.net this one, WATCH IT.

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Goobyplssss
Goobyplssss Leeeeerrrrrrooooooyyyyy!
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
Thats what i need
I dont get what the difference between ambient and specular are i have never tried doing textures but i want to learn it (i do use PS alot though just not for textures for 3d)

Edited by: Goobyplssss

Oct 28 2009 Anchor

Angusman wrote: 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
Thats what i need
I dont get what the difference between ambient and specular are i have never tried doing textures but i want to learn it (i do use PS alot though just not for textures for 3d)


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.
Tk-3d.com

As for ambient and specular
Ambient usually referred to as diffuse is the base texture with colors and some times some shadowing and lighting, its what makes a gun look like a gun.
Specular is like the reflection, the shiny parts of the model, they are used to enhance normal maps specular comes in 2 leveles color map and spec map, color map is the color of the specular, spec map is where the shiny parts are.

Hope that helps a bit.

Cryrid
Cryrid 3D Artist
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).

Specular Power / Specular Exponent / Gloss Maps
: A gray scale map that defines how sharply the intensity of reflected light falls off away from the mirror-reflection direction. On some materials it can be very soft to the point where you might not even notice it, and on other materials (plastics and metals) it might be a very sharp, strong highlight where you can clearly see the light source being reflected. Valve has a good example: Developer.valvesoftware.com

Edited by: Cryrid

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