That would be Specularity and Reflections. Which renderer are you using? (eg. scanline, mental ray, vray, brazil)Please support us and post a [Link to www.digitalartsfront.com] on your website.
I have Vray, Mental Ray, and I think I have scanline... But which do you suggest?
Any specific maps or settings you can tell me? I really appreciate the help!
vvv This is how he's looking so far.
Use vray meterials and turn up the reflect slot, it will add overall reflectivity and also use any lights you have as specular sources.
SteveMartin recently posted a tutorial about setting up Global Illumination in vray that you might want to check out, its in the Tutorials section of the forum.
Also, when you turn reflections on, make sure you turn the glossiness down, otherwise you'll end up with a mirror-like surface.[Link to www.3dprevis.com]
I don't get the result I want... Do you have any recommendations for the specularity and reflection slots? And how do I turn on reflections??? I'm a noob with Vray...
When you turn on reflections in vray, you should automatically get spec because it calculates the real specularity and not just fake it like most shaders do.
1. this is your normal diffuse slot, nothing special
2. this is your reflect slot, the more white you put in it, the more reflective the surface will be (use the glossiness value to blur the reflection, 1 is perfect, 0 is completely blurred)
3. this is refract slot, how transparent the material is, again the more white, the more transparent, same with glossiness, you can also change the Index of Refraction (IOR) to make it behave like different transparent materials. But I'm not up with the physics of IOR, and certainly not Negative IOR.Please support us and post a [Link to www.digitalartsfront.com] on your website.
There's no "reflections on" button, just adjust the amount of whiteness in the reflection slot. If you want to be a bit more advanced, you should put some sort of map in the reflection slot to break it up a bit as there won't usually be a surface with uniform reflection and glossiness. Scratches, scuffs fingerprints etc will all change reflective values so maybe throw a fractal noise map in the reflect and reflect glossiness slots. Don't make them too contrasty though.[Link to www.3dprevis.com]
Well, here is my comparison, before and after.
I'm trying to figure out how to make him lighter...
Since there are no specularity slots in the vray material, (That's what I used before to make him lighter) He's a bit dark, but you can see the material
What do you guys think? Sorry for the late reply, been busy.
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