This is my first post so I just wanted to say hi, and thank you for reading my post!
So I’m new to Blender but not 3D in general. So far I love it. But I’m stuck on this one problem.
I’m not able to put a texture on the shoe. Any help or explanation is most welcome. I’m still learning and are clearly missing something here.
No, you do not need separate mapping…all the textures would work off of a single UV map…
In the case you show…you are using a Displacement map to drive the normal…the displacement needs to go into the displacement node and then to output connection, you will also need a displacement modifier added, and the shoe mesh needs subsurface modifier on to give enough vertices for the displacement to work! You can use the normal map also…if you wish.
also in reply to @BigBlend about normal maps or Bump maps…
You are right to a point…They both add an impression of height and texture. But…
Bump is a grey-scale that will only apply to height on an object…Black down White Up…
A Normal Map works in relation to where and how the lights bounce off a vertex/face normals…
so in a bump, it will look pretty much the same when lights bounce of…but a Normal map will change depending on how the light bounces off… You will see tons of stuff on here about baking normal maps…as the most common usage is to BAKE high detail down to a lower detailed mesh, you can see it when a normal map adds pores and wrinkles and the like to a low-rez model.
The same exact scene just switched between nodes…
Bump-Map…( you can add a color-ramp to enhance)
That’s a bizarre explanation imo, regarding bump and normal maps.
Normal maps: Assigns a deviation from surface normal. It contains only angles.
Bump maps: It calculates the deviation from surface normal based on differences in height.
Pros and cons; bump maps for small details are storage effective as they only need a single 8bit greyscale channel and can be rotated, whereas normal maps can store a big area of “off angle” as a single color but can’t be rotated. Doing the same using bump maps you end up with steps or you have to use bigger bit depth for the full gradient.
I don’t think you can use normal maps in box mapped setups unless the wrong angles they produce when rotated can be tolerated.
I kept it simple…when I need a complex explanation I hope you step in…as You have the most knowledge -in depth of just about anyone !!
Mypoint was you can get good results with a simple solution…
Without a UV map…Box was the only way to go …You have to remember I worked with HIS blend file…Not mine.
Only with the texture I grabbed for the pix. Most of the time it is not needed. Only have to make sure it is set as Non-Color… and it will also happen sometimes with a bump map. You can tell right away if it is needed as the result will stand out in the wrong areas/direction.
So @RSEhlers if I add a “subsurface modifier” I’ll get the texture to work on the shoe? Is that the only thing I would need to do? And if so at what stage would I need to put he node?
If I remember right you already had a subsurface modifier…as well as a solidify…Can’t check at the moment something else in the works…Edit: Yes you have.
so… if you refer back to @BigBlend set of nodes and you can see he added a Mapping node, and with “object” selected…I did a quick and dirty UV on it (smart UV project)and the used UV mapping…
here is a basic set-up.