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Steve Shelby wrote:
> I spent the last week working on skin texture for my head model. I used UV
> mapping and a layered texture, put together in Moray's material editor. Any
> suggestions for improvement would be appreciated.
> Steve Shelby
>
> texture
> {
> pigment
> {
> image_map
> {
> jpeg "C:\Documents and Settings\Administrator\My
> Documents\3D\UVhead1a.jpg"
> }
> }
> finish
> {
> ambient 0.6
> diffuse 0.4
> phong 0.3
> phong_size 2.6
> specular 0.1
> }
> }
> texture
> {
> pigment
> {
> color rgbf <1.0, 0.82, 0.6, 0.25>
> }
> normal
> {
> crackle form <-1.0, 1.0, 0.0>
> turbulence 2.0
> phase 0.01
> sine_wave
> scale 0.004
> }
> finish
> {
> ambient 0.01
> phong 0.1
> phong_size 60.0
> specular 0.1
> }
>
>
>
>
Okay I'm shooting from the hip: The more expert will correct me if I am
wrong I hope.
First, I think the finish you are getting is only the last one
specified. ( So right now you are getting nothing from the layering
except some sort of self-documenting code-construction niceness. )
Using a procedural texture to generate the image map and then applying
that with uvmapping is a good way to go. I have seen it used before as
an automated way to establish a base pigment. ( And you have used it
well to get a chroma effect, ie. playing warm vs cool such as red vs
green to produce a vibrant skin like tone. Excellent! ) Now you need to
add a lot of vagary with hand drawn spots, veins, lip color, etc.
Again, in most graphics editors you can maintain these additions on
separate layers,
and only let them merge in a saved off copy. You may find as you make
your pigment more complex, that you may find a thinner base texture
works better. Not sure. I am experimenting with all this myself.
To take the normal effect further you can add uvmapped bump_maps but
these are 'layered' via the 'average' pattern.
Similarly you can attempt to layer in bit_mapped variations on one of
the finish components: diffuse, specular, or reflection. To do that, I
believe, you would compose textures that are identical except for the
component in question, and then mix them with the image_pattern. So far
I am not sure how to break out all three separately, you could only
average them I think.
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