Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Basic Materials & Lighting

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(3 Votes)
| 67282 Views
| 1 Comments
| Comments 1
Date Added: 9th December 2009
Software used:
Keywords:

Now the correct image is loaded (Fig.39).

528_tid_image_39.jpg
Fig. 39

Repeat this for the Bump Channel and load in the SlimyMetal_bump.jpg.

Once you're done, go back to the top level of the material, this is what you should now have (Fig.40).

528_tid_image_40.jpg
Fig. 40

Now we have a specific image for each specific channel. Let's render (Fig.41).

528_tid_image_41.jpg
Fig. 41

Might not seem better, but it is; we will need some further tweaking of amounts to really see the difference (Fig.42).

528_tid_image_42.jpg
Fig. 42

And here are the same amounts applied to the material with just one image for all three channels (Fig.43).

528_tid_image_43.jpg
Fig. 43

Conclusion

I hope by this point that you can see and understand why it really does make a difference when you make specific images for specific channels.
 
Each channel has a different purpose so treating them as such is the trick to generating better and more realistic materials.

If you look at the render in Fig.42, I really want you to notice how where we see the green moss on the surface, we don't really see any specularity. This is very true to real life: impossible to get without creating and using specific maps.

More Map Types

Let's continue experimenting with some of the other map channels so you get a feel for what they do.

Save this image as SlimyMetal_spec_color.jpg (Fig.44).

528_tid_image_44.jpg
Fig. 44

Now, using the same technique as before, copy one of the bitmaps from any of the three channels we are already using and replace that current bitmap image with this one. Here's what you should get from the render (Fig.45).

528_tid_image_45.jpg
Fig. 45


Now we can control what colour shows up in the Specular channel.

On to the Self illumination channel. Go ahead and save this image as SlimyMetal_selfIllum.jpg (Fig.46).

528_tid_image_46.jpg
Fig. 46





< previous page continued on next page >

 
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Related Tutorials

Know the basics: Blender Part 3: Texturing

by Pierrick Picaut
published on 2016-06-13

Keywords: Blender, video tutorial, basics, texturing

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 7351

Beginner's Guide to 3ds Max - 10: Render to Texture

by Isaac Oster
published on 2013-07-08

Keywords: beginners, fundamentals, 3ds max, texturing, rendering,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (19)
Comments 3 Views 40598

Making a cartoon character

by Boris Joanovic
published on 2016-08-12

Keywords: Boris Joanovic, cartoon, 3ds Max, making of

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (3)
Comments 0 Views 3392

Self Portrait 1k0 2k16 making of

by Nicolas Brunet
published on 2016-07-13

Keywords: Nicolas Brunet, 3ds Max, self portrait, making of

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 2567
Readers Comments (Newest on Top)
avatar
Rangana on Sun, 20 April 2014 5:13pm
Thank you very much for this tutorials I learned lots of thing from this tutorials. may god bless you
Add Your Comment