Rune saidI'm a noob in 3d stuff so I haven't gotten around to using any of the "mapping" techniques except for bump maps, and environment maps to get "pretend" reflections on my watch metal material. I hear all sorts of things about normal maps, light maps, specularity maps, and a bunch of other maps, but have not gotten around to learning about them since I make about 1 piece a year on average If I make any more leather I'll hopefully remember to look up specularity maps
Unfortunately I'm not very good at making things fast (the watch took me like 40+ hours to get it to look right, and I don't even want to think of the time I put in the cell shaded thing), and so I don't have the patience to be productive very often. You seem more experienced, so can you spill the secrets and tricks for learning how to work faster?
Jprswim that image has a very cool feel to it, I like it.
LOL, I'm still at middle-level proficiency, neither new nor an expert.
Ok since you already know bump and environment reflection maps... hm... I'm assuming you know what Diffuse/Color maps are already. Here are some more maps:
Specularity Level Maps (shortened as Spec maps) - Shininess. Monochrome will do the trick. Darker = matte/nonreflective, lighter = shinier.
Specularity Color Maps - rarely used, defines what the color of the shiny portions are. Default is white, but if you want, for example, red metal to have an orange sheen, simply apply an orange tinge to the Specularity Level Map and use it for the Specularity Color map slot.
Glow/Self-Illumination/Luma Maps - defines glowing areas (areas which are still visible even under shadow). Darker = non-glowing, lighter = glowing.
Opacity/Alpha Maps - defines transparency. Darker = more transparent, lighter = more opaque.
Displacement/Normal Maps - too complex to explain how it works here. LOL. It's like a bump map, but instead of just making the illusion of height by lighting, it actually displaces the surface for more realistic shadowing.
Some examples of stuff I made with map sets:
And an example that uses alpha maps:
Final result is the fruit crate in the following render:
P.S. muchmorethanmuscle, you made those? wicked!
And charlitos, that's awesome indeed, considering it's 2d, great grasp of lighting and shading!