This is my second experiment with UV mapping, texturing and lighting to try and make one nice item. The first experiment did not work out, but this is better. Personally, I enjoy modeling and have put off texturing for the last… four plus years:o. literally, I have. Get me to model a gun, person, car, spaceship, dragon, room, abstract art or a bird (I even modeled my own school) and I will gladly do it. Texturing has been a bumpy road for me.
The lighting set up in this model are arrays of lights. You can see that with the jagged shadows, but I am thinking of blurring those in Photoshop. The gray sheet the flower is on is too small, and I have enlarged it so that it vanishes into the darkness. I’ll render out a fixed up version tonight if I get the time.
I have Ambient Occlusion on, OSA 16 and I made up a subsurf scattering node setup (second picture) which I followed off of some websites. I had to use curves so that it would not be completely black. I do not know if this was a good idea, for, honestly, I really have no idea what I am doing when it comes to textures and color and rendering.
So, as a person who has minimal expertise in texturing, can someone give me a heads up? I have learned Blender on my own, so there may be whole sections of Blender I have not heard of yet that could help me.