Hi all,
i have a newbie question here, I think I’m mixing something up in my mind. I’m quite new to blender, and I will now start my learning courses towards texturing.
First off, I build models for games (i aim for unity 3d engine), so i do not care that much about rendering within in blender. Also, I currently built models for a RTS game, so you can imagine the models being rather small and seen from a isometric perspective, that mean’s I don’t need to bother with good metallic effects, or even less, about glass effects or other important effects that you might need for first person views.
In my imagination, I build models, then I want to slap a diffuse texture map on them, and then unity3d will (hopefully) handle the bump / and specular part of the additional texture maps.
But I’m curently a bit confused about the “material” and “texture” term in Blender. However, from direct translating, please tell me if I see it right :
If I make a window for example, and the window itself is not an open hole, but has an actual face, I could give the face a “glass material” and then add a texture to it if I want ? So, I could (even if pointless) use a “wood texture” and slap it on a “glas material” creating a stupid effect.
But in my case, am I right that I can more or less ignore “materials” and just create a “basic (not doing anything special)-material” for the entire model, and then add my UV texture map(s) to it ? In other words, I can more or less ignore the material part (except the basic one, since I need a material to add a texture to it).
Is this correct what I’m typing here ? I would really like to avoid starting to learn something wrong, which then later forces me to retexture / uvmap all my models loosing countless hours of work.
Thanks for helping
B/R
Starman