This 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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Archive for the ‘Chapter 7’ Category
Adding Basic Materials to an Eye
Thursday, April 2nd, 2009Vertex Paint
Friday, February 27th, 2009
You 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.
Files:
Raytraced Reflection
Friday, February 27th, 2009Linked Suzannes; Different Materials
Friday, February 27th, 2009Linking a Material to Object Data vs. Mesh Data
Friday, February 27th, 2009
This 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?
Files:



