Boblob801 wrote:Its hard to explane with words, its best to use pictures as examples. But basically the colour is the colour of the light bouncing off the object, the opacity / alpha is the insensitivity of that light. The lower the opacity the less light you will see bouncing back.
Umm, not quite.
The color is the filter the light passes through on the rebound from the surface, the intensity is the amount of white, so generally by boosting the exposure, the alpha has nothing to do with intensity but rather exponent. The alpha will adjust how dispersed the light is, or how pin point it is.
KTM57 wrote:I read somewhere that a spec with a color that's the inverse of a diffuse looks good. I've never tried it, but I would just merge all of the colored layers and invert the hue. That might be cool to try out.
Sorry for double, but this is proof that the color is a filter rather than the actual color, because the inverse of a color mixed with the original color will give you a completely desaturated color.
attacker5 wrote:The intensity is the amount of white, so generally by boosting the exposure, the alpha has nothing to do with intensity but rather exponent. The alpha will adjust how dispersed the light is, or how pin point it is.
That's what I meant bar the white part. I thought it was just how "pin point" as you say, it was. I just used different words, I was never good at English so what I mean by intense may be different to what you mean. Either way.
attacker5 wrote:The color is the filter the light passes through on the rebound from the surface
Boblob801 wrote:But basically the colour is the colour of the light bouncing off the object
Fransoo773 wrote:Have you started on normal maps yet? Because I think that'll be the next step.
I have the norms for the wrinkles and stuff in the jersey and pants, but I have no norm's for the logo's. I actually have no idea how to make norms for the logo's. If somebody could help me out with that it would be great.
Also, I'm using gimp to make this and I'm quite sure you can't make norm's in gimp...
I actually use Gimp for my normal maps too, since there's no xNormal plug in for Macs, and mine seem to come out good enough as long as you don't try to get too fancy.