Author : Lonewolf


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DietCoke's Avatar
Old (#1)
So if I have one texture map for a whole character, but I want some parts of it to have really sharp specular (metal/plastic), and some parts to have diffuse, soft specular (skin), can I just use multiple materials but one map? Or is the renderer going to load the map multiple times for each material?
Thanks in advance!
Offline , line, 95 Posts, Join Date Jan 2011, Location Seattle  
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kio's Avatar
Old (#2)
well thats what specular and glossiness maps are for - these control your specular behaviour.

so you dont have just one texture - in most parts you will end up with a diffuse texture (the colour map), a normalmap texture (geometry fake map), and specular&glossines textures.

just browse the polycount wiki to get some basic understandig how everything works.
http://wiki.polycount.com/CategoryTextureTypes

but its also possible to use multiple materials which is probably not ideal - but i guess it doesnt really matter in your case.
Offline , triangle, 324 Posts, Join Date May 2008, Location berlin  
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Quack!'s Avatar
Old (#3)
What engine?

A simple setup would be diffuse, normal, specular(brightness), gloss(size). That is 4 texture maps. Once each texture is loaded up they can be instanced around without using up more memory. With this you will be able to define your materials as you said.

[edit] Beat to the punch.
Nick Quackenbush, 3D Arteest @ Interceptor Entertainment ---- Linked In || Rise of the Triad! || Twitter || District 9 Mech || Available for freelance
Offline , triangle, 474 Posts, Join Date Jul 2006, Location Quad Cities, IL  
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DietCoke's Avatar
Old (#4)
Ok, so it's this GLOSSINESS map that I need to check out.
I'm using Marmoset at the moment, and I made a spec map, but that didn't solve my highlight size issues.
Thanks so much guys!
Offline , line, 95 Posts, Join Date Jan 2011, Location Seattle  
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