New as I may be to this forum, I’m planning to write a complete tutorial on Blender texturing and shading. (As a chronic tutorialist, expect me to wring out more of these eventually. I’m currently studying to be a teacher, so I consider these homework. ;-)) I’d like it to be as complete as possible, in the 10-20 page range. This is my planned disposition, but if you have any specific questions, suggestions, tips/tricks or other material to share or that you want me to cover, please tell me. All contributors will be given due credit, of course.
The tutorial will be split into two distinct parts - the technical, Blender-specific part and the artistic, more universal part. Is this a good idea? The aesthetics part will naturally put GIMP/Photoshop to good use. This tutorial won’t be done in a snap: I’m partly writing it as a way of getting more familiar with Blender’s shading methodology - I’ve just come in from planet Carrara which had an altogether different outlook on all this.
I distinctly remember someone on this forum to have an attention deficiency and trouble reading from the same screen as he/she was modeling on, so I will release the tutorials in both HTML and printable PDF format. Also, depending on the length of the final article, I might come to release the tutorial’s parts separately.
This is the stuff that I intend to cover:
- Shading versus modeling
- What to keep in mind/what are your goals?
- Shading and light
- The Blender way: Materials vs Shading vs Texturing
- Coming from other software packages
- What constitutes a material?
- Material and Lighting
- Understanding the material parameters
- Working with multiple materials in a single mesh
- A working example (Creating plastic, metal, wood, glass, asphalt and fudge for example - if you have any material you have had trouble creating, please tell me)
- What constitutes a texture?
- Blender’s separation of material and texture
- Creating textures
- Layering textures
- The different texture types
- Procedural vs image mapping
- Understanding mapping modes
- Understanding the “Map To” setting
- Color, Bump/“Normal” and Specularity mapping
- Bump mapping and light
- Taming the Color Band control
- UV Mapping and unwrapping (this might become an appendix)
- The “special” textures (Halo, Envmap et c.)
- A working example (improving the examples from the “Material” chapter with textures
- Putting it all together
- What makes or breaks a texture?
- Preparing textures from a digital camera in GIMP or Photoshop
- Making seamless textures
- Let dirt, wear and damage become your friends
- Color theory: Saturation, brightness and hue
- Making your textures tell a story
- Faking “Greebles”
- Setting up reflections
- Lighting 101
- Working examples: making a cube look kick-ass, texturing a sci-fi spaceship wing
- Mastering Blender’s procedural shaders
Well, any and all help, suggestions, warnings, contributions and the like is absolutely, positively welcome. I want to make this /the/ texturing tutorial to start with when moving to Blender.