![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq9-KtcnKV_GQHD_g2dBESse-2NetFAm3hY_mqcw40TUH0uknE6valGy2rm5oMWcd7ulHg7-ZCmL3F7HK0uucsPlYj86HsudMF9ZUC-qktWcRRL4nDmAk2ImGZJ0sHWuyilzxBPCWmDa4/s400/Party-Goth_02.jpg)
Today it's all about surfaces, and the textures you can slap onto 'em, and how you get these effects. I've been chatting with a visitor about this, and it's actually pretty interesting, so let's recruit Michael 4 and have him model for us!
In honor of Halloween, just past, we've cast him in the part of a Goth. That's the Elven Prince hair set to ebony, and the Lockwood costume. The skinmap is Albane ... an albino. Eventually, as our hero looked less and less like a Goth, I changed out the eyes for rich green ones, but at the outset he's an albino goth, red eyes and all:
So those are the textures right out of the box, just as they load. It's not bad, but it's ... ordinary. Nothing wrong with it, but it's ho-hum. A bit boring. So let's just DUMP all the textures and start over:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAnItH8PIacyOdBs4UFiNW2svdDqxOEL7qg9iIsiS_0t7MQhBdXyBqKzK9WOVQJNfosuXRoH1ok2tm2XQV9xY0PvDSPPhuc2nIpcKiGndgJyS0UndS-M0lkbPquoGOvsQYNsghPVF4OfI/s400/Party-Goth_05-all-textures-OFF.jpg)
What you just did was to turn OFF the diffuse maps, and this instantly tells you what a diffuse map is, and what it does. They're the maps that put the fabrics or visible textures onto objects. Turn 'em off, and you see the objects for what they are.
Just playing here, try adding silly things back onto the nekkid objects. Right where you clicked "none" to turn off the diffuse maps, you can also click "browse," and choose new textures. You'll be doing this a lot, so play around with this, get used to it with something silly:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7WAoT-uyFHUBkFfTchNaO9c23TaO2SV4Ncsvhxh9ANIEBhUakAMUU9mbbJbIcwPyX1l0WaUU6F1OzFXbnC-zEcHEnbaAHa_KeoRH74K_TLBbP3g1O_fKP7G50796RCN1F4xyZYEjrPf4/s400/Party-Goth_06-being-silly-with-textures.jpg)
So now let's put some decent textures on the model and get to work:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuMtUU5UByU2uMlm4LKUmXUfMrr2bKmLLfBrPm-p9V27vAN0ZXKeAVuLVa9V9io__hGvMCVlrlr6Lz0SKM3s0OBKs47rxPIR6B9-xLKYKOjhcZOrlveqWtcySOkS1F1M2Sr6yS-PSaCpo/s400/Party-Goth_07.jpg)
First, let's get rid of the background and lights, to make the renders go faster -- we'll put them back in at the end. NOTE: from here on down, they're just test renders -- fast and flat, to see the results...
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic1vWyG9xqnNSkB0wGg1M6oUzvxZaJPaZJBCKktRutIsdSB8TBE7_m5YkziobD8bEhwVLrOUtUrPI4lDZayByb9xtG5T_8KdpEspjoHWDLTttGt6112dWV8EceIqbBOm8RHlqc5KpAPZM/s400/Party-Goth_08.jpg)
Notice, you can also play around with the percentage of opacity. This is how you can turn leather into silk. In fact --
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiotItxPZNCXbfEKGMU2oN-9894-kCCoIkAPdZ1z9e9ZemcuDDyrnxdghWSPy54bprVncNXxOuoZ6K2QPDxCxSyL9ZHW3HZ-XrnaR4d-raOIuKo6_ukDcOET6HCWq_PUwXRz7PP91s8u-Y/s400/Party-Goth_09.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWI7cgFqb9YY56YSbrZ1Cjvq7jco0b9tNEfY6CSTPMRhwGlrW8I_YLsLNbhrIbSiyWCubNTRREqpitMJLuB0zHq7LFvTTjPfoKbuGvo7K1uzrEMhI3AxrHTY2ODnStrwM1RNusrgieRIg/s400/Party-Goth_10.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYHJriqCbgKz-SMSkfpQU-4SbPRYhj-ExxxTgda0g0Afr2Pq6uFtAJOgnVd55C4rTRfrbiz0gwayyfuRFNHYS2Q_aad73UkXjW_sK6n45wQV0CLmb82T9-fnlobosFbzENkJmwoM_Lkvs/s400/Party-Goth_11.jpg)
To get a 3D effect using a 2D map, you have to apply a DISPLACEMENT map. As the name suggests, the map "displaces" the surface of the object. And here's the trick: apply the same map you used as the OPACITY map -- set it as the displacement map too, and don't forget to crank the slider up to 200% to really see the change.
Now, here's where it gets interesting -- and fun:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7N8Iie6YhXuMh2UZ74wx6OFjuPAlxzqmm_ntslcbI_5KmJzc9VNnPa1Rf00XBOpXPKAQZncm-py5M8zEUqFaPuUGD2ui_ewOoVAxoNyW5XYi-s8msvJao-xs8arG3TaSSdQ0L2xBS8ic/s400/Party-Goth_12.jpg)
So now you can set the diffuse map to decide the color, det the opacity map to decide the pattern of the opacity, juggle the percentage of the opacity to decide how transparent something is ... set the displacement map to get a lovely 3D effect, and jiggle the positive and negative values to set the degree of foofiness. What's next? Because it's still looking "flat" here. Well...
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUdFjjrXy77xJvIrvnsgR5c5LyZrbieRvxVo7NbMDSJHcfnSJY6Ss2TO_Gp9dfYKcJg6BBWMPK0d_HeP_d2rtAWbREguGiaO-G59QtTixPg57mGVPsS-iLwa_8fpyuTMHbTO9dJfBQ3qQ/s400/Party-Goth_13.jpg)
You get to set not only the color you want it to gloss up, but also the degree of glossiness. Here's what they don't tell you: 100% is NO GLOSS, and 0% is shining like a searchlight! Makes sense, doesn't it? Not.
While you're thinking about gloss, you should also think about REFLECTIVITY. The two things are not the same, though they're similar. Reflectivity adds an amazing effect to floors, walls, surfaces, widows ... fabrics. Things like silk and organza have loads of reflectivity, so don't forget to set this, while you're working with the gloss. Also, see below -- lighting models. When you set the lightning model to metallic, reflectivity really starts to work for you.
Next thing you need to be aware of is how the surfaces interact when they lie on top of each other. When you're working with garments, the shirt is probably over the pants, or the skirt is over the tights. By the time you've got loads of different maps and surface values stacked onto both the shirt and the pants, sometimes you don't get the effect you expect, or think you should get:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQ40e9mce-bZgQiej5_60vCP3tJwVGrN9JMsmVJaqKnxv88mRWEF_wioId2VCVe-0y_MwkyDXpRaWA_CYU9ZaUa1ddiVd5o_hyphenhyphen9m91YW8jx28owastgqjmicBjoVIR2XYVgbFgdkOMVNE/s400/Party-Goth_14.jpg)
What can you do about it? You can jiggle the settings -- mainly the opacity settings. Work with one garment at a time. Turn them on and off till you get something close to the effect you wanted.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFYanF-Dh3z9A4PLasS1OocSeZHKbCSHhF7HOtMTnubUFEAIxeIOGnESd89-McOPXjnDCvVetJiruYnX6RyIQJZfWTJ-Z24BJlCOC3XU4yYJVgBN16Dh_nAQe2jxMWdnZuBGd6nI5eXKQ/s400/Party-Goth_15.jpg)
One more thing you can do in the surfaces tab. If you decide to leave the costume off, you often find that in the final render Michael 4 will render with white blotches or streaks on his skin. This is very annoying, and it happens on many, many skinmaps, up to and including the elite ones, which cost a packet. The solution is to be found in the surfaces tab. You want to go into the LIGHTING MODEL, and turn it not to "skin" but to "matte." This will fix the problem:
Now, let's return to the full-quality render ... takes time, but --
There's only one thing I did to the costume for the display renders at the top of this post, that I haven't talked about here ... except for just touching on it in the last paragraph. It's the LIGHTING MODEL. You'll need to find this, in order to fix skinmap problems, and once you have found it, you can also apply lighting model effects to fabrics or anything else. This looks almost like the shirt is made of metal:
...and the trick is to set the lighting model to (!) metallic, and then crank the REFLECTIVITY up full blast -- then shine some lights on it.
That's all of it, nothing kept secret. It's a heck of a lot of fun to play with -- it'll take a little while to learn it, but as soon as the penny drops, it's actually easy. Trust me on this -- I puzzled all this out for myself earlier this year!
Jade, 3 November
***Posted by MK: my connection is intermittent, too slow for this. Seriously, guys, I've got dialup speeds. How are you expected to do anything these days, at 1990 dialup speeds?!!!