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368421 No.368421 [Reply] [Original]

is it bad to paint directly onto maps or something? i never considered painting onto the models. i'm new to modelling and haven't done any type of texturing yet, so i'm sorry if i sound dumb. I just assumed you export the UV map to a painter and then bring it back to the program you exported it from, and then work on rendering on top. i want to use very simple coloring then utilize materials in my renderer, i don't know what it's called but it has to do with scattering? It made fur and wood look good, and i thought it was a displacement map that does those things, but it was called a scattering model. it must sound dumb for me to grasp rendering materials work but not how a texture is made. i am really ass backwards in my studying ;_;

gif unrelated

>> No.368424
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368424

basically this is what i mean. the textures are just simple colors, but if a fur material was assigned to a mesh piece it would...i dunno. be fur-like. I think this would be easier than trying to apply it as a texture or as a model. not only that, but the time saved for adjusting what i'm assuming is the shader and (final gather) will give a more polished look. any material applies of course, not just fur, and it would be possible to bake it later on, right?

didn't make this of course. i don't have the skills for this.

>> No.368428

>is it bad to paint directly onto maps or something?
How your textures should look depends on how your shaders are set up and what kind of pixel maps they need to return the correct color.
Most successful CGI uses both high quality pixel maps and carefully dialed in shaders to blend them with the light correctly.
Making good shaders is quite an art in and of itself that requires a fusion of technical and artistic knowledge.

Highend 3D separates out elements of light interactions to very specific channels and aspects of what makes up a surface.
The more advanced games of today are approaching this model as well using what approaches physically accurate simulations.
Older, simpler or just cartoony or stylized games and render uses whatever method available to get the right kind of atmosphere in the render
and often burn light into a general color map, such as the popular method of baking AO.

When it comes to shaders what methods are valid depends on what your aims are with the shading.
But generally you need to know what you're doing and why you're doing it. Learning basic terminology and concepts is a good start.
When you know what people mean by diffuse, specular, ambient, gloss,reflection, refraction, falloff, bump, normal, translucency/sub surface scattering etc
you will come to understand what goes where and why as far as texture goes.

>> No.368574

>>368428
well this is my general understanding, without going to any google or wikipage:

diffuse refers to the color map of a model, but that's about all i know, and i think that might actually be color diffuse. i have little knowledge about that.

specularity is the amount of reflection that a material emits? so a map of that would likely hold the data of how much reflection a shader would apply or something?

ambient...yeah i know nothing of it. i mixed up ambient and DoF for the longest time.

is falloff the decay that a light has, like quadratic?

i thought bump/normal were the same...

yeah i'm new as hell. i guess i should stick to modelling for now then try to grasp basic shaders like the lambert and use a simple final gather with quad decay. I only knew of materials from vray and i'm not sure if they pass over to other rendering packages as another term. I could be wrong about everything i said and sorry in advance if i am.

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