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« on: 2014-02-20, 09:31:29 »
Hi Fbonacchi
Hi I think you misunderstood Neil Blevins explanation.
"Non metalic materials: the color of the reflection is the same as the thing its reflecting"
With "thing" he is refering to light sources or something which is in the neigbourhood of the material you are making. And not the diffuse color of the material itself. So that's why you should use a grey bitmap/color in this case (leather material) in the glosiness slot.
"Metalic materials: can have reflections that are tinted by the color of the metal"
This mean that the diffuse color of the metal material is influencing the reflection.
Nevertherless, I think the leather I made is missing some depth, I couldn't resolve it with bump and displacement (together with the Miw Map) is not working.
About the vignetting, maybe it is to much, but I like it.