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
EseJota
2022-09-27 17:05:46 +0000 UTCVegito1089
2022-09-24 03:52:15 +0000 UTC