Archive for the ‘Chapter 7’ Category

Adding Basic Materials to an Eye

Thursday, April 2nd, 2009

Adding Basic Materials to an EyeThis is an extension to the Modeling an Eye tutorial in Chapter 5. Here I show you how to use material indices to to rough out some of the basic materials on the eye, including the lens, iris, and pupil. There’s a touch on 3-point lighting here, but that’s more of a topic for another tutorial. As with the other tutorials, I’ve uploaded this one to both YouTube and Vimeo… and there’s a link below to directly download the .mp4 file for your own personal use. Enjoy!
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Vertex Paint

Friday, February 27th, 2009

vertexcolor.blendYou can use Vertex paint on regular meshes as well as multi-res meshes and have a more fine-grained control over your objects’ colors than with a flat material color.

This .blend file should match Figure 7-18. Because of the use of multi-res, this file is quite large (35MB). Bear that in mind if you choose to download it.

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Raytraced Reflection

Friday, February 27th, 2009

raytraced_reflection.blendThis .blend file should match Figure 7-8 in the book. It’s an example of using raytraced reflection with the Ray Mirror section of the Material buttons.

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Linked Suzannes; Different Materials

Friday, February 27th, 2009

material-link2.blendThese three Suzanne heads share the same mesh data (try it! Tab into Edit mode on one of them). However, because their materials are linked to the Mesh data rather than the Object data, they can all have different materials. Sweet!

The Oops Schematic highlights this point.

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Linking a Material to Object Data vs. Mesh Data

Friday, February 27th, 2009

material-link.blendThis is the file used to create Figure 7-3 in the book. By left-clicking the OB and ME buttons in the Links and Pipeline panel below, you should be able to interactively see what I was trying to explain in that chapter. Currently, Material is linked to the Cube mesh data. If you left-click the OB button and select the Material datablock above it, you’ll see that the Material is tied to both the Cube object data *and* it’s mesh data. Left-click the ME button and the X next to to Material datablock and you’ll eliminate the connection between Material and the mesh data. Cool, huh?

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