rokket opened this issue on Jul 26, 2015 · 1225 posts
Morkonan posted Sun, 26 July 2015 at 12:58 PM
and Morkonan, I attached the suit color to the blinn node from your idea to keep it from getting washed out. I will have to adjust that to bring the color back to where it was.
That's the reason that it's "darker" than you would have expected. Don't use the texture map in the Blinn. If you use anything, use only the bump and don't put it in the color value for the blinn node, like you've done here, but put in the intensity value (whatever it's called, right beneath the color value) instead. (Ideally, you'd leave it out, but that may require you to do more fussing around with nodes and such. Try different arrangements to taste.)
If you have the texture map attached to the color channel in the blinn node, you're telling the material that you want the blinn to be colored as it is on the texture map, where the blinn value occurs in the render. That's "not good" because the texture map you have isn't made for that, it's made to show the suit's colors, not the blinn/specular color. That's also why you're not getting much of a specular highlight on the suit, right now. Disconnect the colored texture map from the color channel of the blinn node and connect the B&W bump to the value channel, at 1, and you will start to see proper specular highlights.