NokiMo
EseJota
EseJota

patreon


Leah textures configuration (1/2)

After the base color and looking a little at the nodes, I added one that adds ambient occlusion, this in theory makes a shadow be created in sections that are close and thus give a little more volume to everything

That said, the important topic of this post, the base color is just that, base color, but in real life when light hits an object, depending on its material, it will reflect that impact in one way or another and that is what let's do

What you see in the image, without going into boring technicalities, is a great node to configure aspects of the material to be treated, there are many sections but the ones that interest us at the moment are the ones highlighted

As in other things in Blender the minimum value is 0.0 and the maximum is 1.0, depending on what I write there the result will be greater or less, for example, if I write 0.8 in the "metallic" section the material will take a metallic appearance, and if I put 0.0 nothing metallic will be seen, and so on with the rest

Now, writing a number will cause there to be a change, but it will be a uniform change in all the mesh assigned to that material, but there are times when the model is going to have variations of a characteristic, let's imagine that instead of a body it is a pants, this one has a metal button, but the fabric is not metal, so I couldn't write a number because I have to separate the button from the fabric

The solution, images, textures, but in grayscale, if I use images in shades of gray similar to the base color textures and connect them to the indicated place, this information will be used, basically black means 0.0 and white 1.0 , so with this we can play

In this case I did not make an image for the "metallic" section since there is nothing metallic in a body, just leave the value at 0.0

The "Specular" indicates how much it reflects the light and the "Roughness" how much that reflection degrades.

There I show how the model looks with the textures for these two aspects and the result, at first it is not very noticeable but getting closer to the model it looks better, sections such as the nails that are brighter or the eyelashes that reflect less light, in others objects this kind of changes will be better noticed

Leah textures configuration (1/2) Leah textures configuration (1/2) Leah textures configuration (1/2) Leah textures configuration (1/2) Leah textures configuration (1/2) Leah textures configuration (1/2)

Comments

With this model, made from scratch, I can know if I can do each aspect optimally. The next step will be to work on 2 models at the same time, dividing them into: 1: models created from scratch 2: convert existing models (from video games, especially) into NSFW models And these will be faster to do, since an advantage of 3D is that you can "reuse" things already done, facilitating future work. About creating model commissions, for the moment I rule it out, but I accept suggestions and if I like it I will take it into account and also when there are more people here, do surveys and stuff

EseJota

This is looking very promising. What is your project after this and would you ever consider doing a commission for creating a 3D model?

Vegito1089


Related Creators