Monday, 22 November 2010
Texturing 3D Models
Today we learnt how to texture our 3D shapes, and how the use of diffuse, specular and ambient tools can make a huge difference to the appearence of our textures. Diffuse is the intial primary colour of our material. Specular is the highlight colour, where the light hits the object and Glossiness varies the highlight strength. I played around with these settings and found some interesting combinations. I also tried adding my own bitmap image of a woman singing onto a simple box shape, which was amsuing. By changing the diffuse colour, specular and glossiness settings, it changed the definition. I also made some of my shapes opaque, and played around with the specular and glossiness to add a realistic looking shine, almost like a glass.
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