See I thought all you needed were, diffuse/spec/normal/gloss. And I thought the diffuse was the "colour" to put it in leymans terms. At the minute, Im still trying to work out the difference between spec and gloss....:\. Nevermind adding environment maps....arrrgh! Can you check out my texture sheet below and tell me where…
The gloss value is what tells the renderer how rough the surface is on a fine grained level. 100% gives you perfectly smooth surfaces and mirror reflections. the closer you get to 0 the more diffuse the reflection becomes (softer broader reflection) Glossy Diffuse what it looks like on a tiny scale. If you have the memory…
Thanks guys. Hey fletch, what the hells an environment map? All I usually create is diffuse,normal and spec. This is new to me. Thanks a lot for taking the time to explain how it works. Isn't it similar to the spec map. What's the difference?
Spec = Reflection. In a game/low end shader the Spec only takes your scenes lights into consideration. the little blobs you see are a mathematical representation of how the lights would look if they were reflecting on the surface. It totally ignores the surrounding environment because it would take to long to calculate. So…
Hi guys. I need some help navigating the Hypershade in Maya. So I'm working on this Sci-Fi panel trying to progress my texturing/normal map baking and dont really know where to apply the texture sheets to. (If that makes sense). Ok so my diffuse texture I've applied to the Color tab. The normal sheet to the bump mapping…