Shading refers to the process of applying colours and textures to
three-dimensional virtual objects in the computer.
3D meshes are inherently grey. By applying “shaders”
to these grey objects we can influence the object’s colour,
texture, reflectivity, shininess and other, subtler attributes.

The same sphere rendered with three different
shaders: (from left to right)
the default, grey shader, a dull Lambert shader, and a shiny Blinn
shader
There are different shader types in Maya that react
to light in a variety of ways. The “Lambert” shader
has no reflectivity, so is best used for dull object like wood or
cloth, while shaders such as the “Blinn” or “Phong”
types, which have various options for controlling reflection and
shininess, are used for materials such as glass, metal or plastic.
It is quite an art to pick the correct shader type for the kind
of material that you want to simulate and often requires a trial-and-error
process.
Lauren Brom has a detailed account of how she shaded
the environment in her end-of-year report on the production website,
including a great overview of the various shader types.
I’ll go through the process of creating the
skin texture for Detective Deadly Serious, picking up from the point
of completing the head model. This will give an idea of the production
process that we followed in bringing him to life. It is best to
have read the "Character Development" section on modelling
before continuing here.
|