im busy with making a character for my game and im kinda new to blender materials so, can somebody give me tips on making “Realistic” skin materials?
i want it blue as you can see here:
but this doesnt look realy realistic.
anybody got some tips/tricks for this?
If you are making game characters, you should learn UV mapping / unwrapping. It’s not simple, but worthwhile. Also, over on the tool shelf, click ‘smooth’ for the shading. If that causes ugly blotches to appear, select all vertexes in edit mode, and press ctrl N ( recalculate normals outside ).
Blue skin isn’t very common, so that’s a minus in terms of “realism.” But one of the main ways of helping skin look like skin is to make sure it varies in hue (color) and tone (lightness/darkness) rather than being completely uniform, and then adding small “painted” touches like freckles and blemishes. If your game engine supports it (and it should), bump or normal mapping can add very small surface relief details that can go a long way toward creating the impression of skin, from muscle masses to scars to pores.
Freckles and blemishes (you know what they are, right?) can be painted onto a character using Texture Paint, but to do that properly you need to UV-unwrap your model and assign Image-type Texture maps to it.
Sounds like you need to do some major tutorial study and practice concerning materials and textures, and UV-unwrapping and -mapping as well. Without those basic skills sets, telling you to do this or that would just lead to more confusion.
well, i know how to uv map a bit.
but everytime i make a texture for it its very ugly or doesnt fit right, collors on whrong places and such.
so i wanted to try materials for it sounded easier.
but if you say the outcome is best with an uv map, i will continue there.
thanks for helping me out
Again, learn more about all the options. For example, you seem to think UV-unwrapping & mapping are an alternative to materials. But they are instead ways to apply materials to a model.
Materials are used to create the surface appearance of your models. sort of like a paint job on a plastic model kit. Mapping methods (like UV, Generated, etc.) are simply the various options you have for telling Blender how to apply the materials to your models (think about real-world methods like a brush vs. an airbrush, stenciling, etc.). If you don’t know what these choices can do for you, then you’ll be spending a lot of time guessing how to get it right. That’s where tutorials and other learning resources can help a lot. Asking questions on forums is good for specific issues, but too limited for getting a general background, and most of the people answering may assume you have a stronger background than you may actually have.
I’m all for learning by doing, but not for everything, there’s just too much to try and absorb, and you don’t want to spend a lot of time struggling if doing some on-line self-teaching can help you avoid it.