hey guys, i'm currently trying to texture some black leather gloves. the problem i'm having is that they need to be BLACK, not dark grey.
currently the "best looking" way that i've done is to have a simple black diffuse, and let normals/spec handle everything else. this gives the visual result that i'm looking for.
the only problem with that, is that i've heard doing that can make your texture sheets "look bad" on a portfolio, as it shows a lack of detail.
so i'm kind of in a bind, really. any tips on this would be gratefully recieved. thanks!
Replies
leather should still be black underneath (if you've ever messed up a leather chair you should see the leather is the same colour all the way through), so the spec should do fine for light and medium scuffs and what not to show where it's lost it's shine.
However, there's nothing I've seen in real life that is pitch black, not even the night sky. And apart from the sky, everything else is dirty, covered in dust and what not (or maybe that's just my place?).
Also remember that really dark gloves are going to stand out like someone threw up a marker pen on your screen unless you have a suitably dark surrounding for them.
Study your materials man, is it a matte material? Or very high glossy reflections material?
Look at these examples for instance, do you see any pure black in there? No, you dont. (Maybe the crevices, but that's the AO and even still it's not pure) Notice how in the first one you see more brownish colors being absorbed and reflected by the material, and in the second one you get white highlights because of the light setup, even there you don't have pure blacks, even in black/white setup, that's why there's no such thing as pure colors, especially not in CG, if you do that it will look fake.
Long story short, in games black should be dark grey and make up for it in the spec / shader, and white should be light grey.
(imo)
if it suits your model you could add some wear. regardless of what's been said black leater is not black all the way through. Its animal skin with a black coating on it.
I would add a small amount of colour variation but the Normal and the reflections are what seem to make leather look like leather.
look at miranda from mass effect 2. The latexy leather effect is done with the reflection falloff not the diffuse.
looking at the diffuse for miranda, those black glossy areas are just a noisy 20% black, with some occlusion detail around folds.
arguably, you don't see any black areas because of the lighting. take a look at the handbag, for example, you can see areas which really are "pure black" due to lack of lighting.
and since specular is the term for how much light is reflected, while diffuse is simply the colour that is reflected. so surely if the colour that is to be reflected is in the grayscale (or black) and it has a high specular value, then a black diffuse + good spec map is the answer.
my worry with that, as stated before, is that people don't like to see colourless areas on a diffuse map, for whatever reason, regardless of the theory behind it.
a) the end result is good
and
b) the end result was achieved through good normal/spec/etc maps.
Or you could just not show the diffuse.
Diffuse and specular are both reflections. the colour is a description of how much light is being absorbed by the surface.
You want to post pics? could make it easier to help.
so this could very well be a false alarm lol.