Legacy Shading Workflow: Specular and Gloss
Автор: Vertmode
Загружено: 2026-01-09
Просмотров: 18
Not all shading workflows are physically based — but understanding them still matters.
In this video, we explore the legacy specular and gloss workflow using Blinn shaders in Maya, breaking down how these maps were traditionally used to control surface response before modern PBR standards became common.
This lesson covers:
What specular and gloss maps represent
How they differ from metalness and roughness
Setting up specular and gloss maps in a Blinn material
How these maps affect highlight size and intensity
When and why you might still encounter this workflow
The goal is understanding, not advocacy — learning how legacy shading systems work so you can read older assets, diagnose existing scenes, and better appreciate why PBR workflows evolved.
This knowledge is especially useful when working with older projects, archived assets, or mixed pipelines.
🎓 If you’re looking for a structured place to start,
Complete 3D Animation Masterclass: Create Animated Shorts
focuses on modern PBR workflows while also providing the context needed to understand legacy systems.
🔗 https://www.udemy.com/course/3danimat...
Vertmode is built around long-term mastery.
Knowing where tools came from makes you better at using the ones you have now.
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