PDA

View Full Version : How you star create materials.


ezaco
06-01-2005, 08:43 AM
I was once again looking good starting values in the net that i could use to create nice material. There doesnt seem to have any and its all about one big experiment so that you can get few values right.

Do you take photos for references or just try to get it to look right.

Is there micro bumber that follows uv's or sometihing for that anitsorophy thinkie or is bumbmap better and do you paint it your self or use photo.

Metals seems to have more reflections than specular(atleast specular isnt that visible), am i even close(did read this somewhere).

I found this nice link site, more these
http://www.teach-nology.com/teachers/subject_matter/science/physics/lightcolor/

bravmm
06-02-2005, 09:25 AM
Just start with the manual and tutorials to see what's going on in the rendertree and get your basics about shading/texturing right. Also have a look at www.edharriss.com for more tutorials.

XSI has many shaders build in for creating several kinds of materials. Every shader has it's advantages/applications. Just look in the manual for examples and explanations on this.
Using textures depends on what look you want to achieve, or how realistic it has to become.

For a anisotropic shader look here: http://www.xsibase.com/tools/shaders.php?detail=788
for more shaders look here: http://www.xsibase.com/tools/shaders.php?type=sort or just visit xsibase.com

About your metal comment, have a look at the real thing and try to see what's going on, and than try to translate that into your shader.

Hope this helps,

rob

CGTalk Moderation
06-02-2005, 09:25 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.