Today in Matt’s lesson we had our first lesson with practicing texturing and rendering with lighting, we began with looking at different shaders and materials; Phong, Phong E, Lambert and Blinn. We were told that different materials and shaders are able to give your model completely different appearances, judging from this slide we were shown of a kettle it was a very accurate statement.
On the slide you can see that from left to right, lambert looks like a kettle with a very matte look, almost like it was made of clay, and then moving over to the right gets more reflective, this is done by the different material attribute levels that each material/shader, editing things such as;
The Specular colour which will allow you to affect the specular highlight colour.
The Eccentricity which will allow you to control how tight or controlled the specular highlight is. This is also where gloss maps are plugged in.
The Reflected colour will allow you to plug in a reflection map. E.g. if you plugged in a image of a park then you would see this image reflected in the specular highlights.
The Bump/Normal mapping will allow you to plug in a normal map. This affects the way light hits the mesh.
Finally, we were given the task to get a feel for the shaders and materials by editing the attribute levels to achieve effects like this;
And then finished texturing our ships using photoshop, I found this okay but the result was not as good as I was expecting, I thought that the detail in the hand drawn texture I put on would show more but did not when put on the model, however I am particularly proud of the glass that I painted, I put a sharpen effect on the metal of the ship to make it look more like scratches and then blurred the glass to look like more of a natural colour. I used a Phong for the glass of the ship as it was already pretty a pretty high specular but I edited to be transparent like glass should be, and a blind with a higher specular to look more like a metal for the ships body.