Trigger warning: I may well be the world's oldest 5-year-old so I have a bajillion questions.
This may well be a stupid question but unfortunately the only way to clear the "question" flag in my head is to ask the question.
(Please note that if this has been covered elsewhere a simple link to that info will more than suffice.)
So here goes:
I've been wondering about all those nifty places to put textures that show up on the "Surface Texture Editor" dialog box. "Diffuse" I know about. "Bump Map" I've experimented with and understand to a degree. I think I have even figured out "Trans", in fact am looking at modelling a spaceship drive flame using a trans texture that goes from 255 white to 0 black to allow the "flame" to fade out.
1. "Ambient" - Why and under what circumstances would I want to put a texture in the "Ambient" field? I am sorta aware of the relationship between "Ambient" and "Specular" in the materials dialog but I can get my textures and decals to show up okay merely by specifying a texture in "Specular". What does doing something with "Ambient" do for me? Does it need to be the same texture as "Specular"? What happens if I put different textures in those two slots?
2. "Emissive" - What effect would specifying some sort of texture in that field have? Would that produce the effect of light but only in certain circumstances? I know programmers well enough to figure Stephen did not throw that in there just for grins and giggles.
3. "Normal Map" - I know what "normals" are - sorta - and know how to use a bump map to create the illusion of geometry when it isn't really there. What is a "Normal Map" and what effect does it have?
4. "Env. Map" - I vaguely recall reading about the "Env. Map" in the tutorial about producing reflections. Since we cannot actually reflect the background, how does specifying a texture in the "Env. Map" help me?
Final question: Short of applying a texture to a specific face (or group of faces) is there a way to tell Anim8or to generate UV coordinates for a given object/mesh? Is there a way to get Anim8or to show me the UV map of a given object/mesh? If not does anybody know of a good, CHEAP (preferably free) UV mapper? I find myself increasingly needing to get into texturing things and so need to generate texture maps. Also, back when I was heavily into MS Flight Simulator and creating my own liveries for my plane models, it was possible to apply a portion of an existing texture to a specific part of a model. Any chance Anim8or has a way to do that? Alternatively, just being able to produce a UV map for a given object would be highly useful. If I had a graphic of the UV map I could use that to "paint" various parts of a model from a master texture. PSE and I are old friends at layering texture files.
I'll shut up now and thank anyone who answers (or even reads my scrawl) in advance. You folks are the best bar none!