Graphics Reference
In-Depth Information
6. Change the duplicate to Specular Amount.
7. Change the Background Value to 3% and the Foreground Value to 12%.
8. Enable Match Specular and Blurry Reflection in the material.
9. Set the Roughness to 60%.
This completes the base layer. It will have some soft reflections that will help tie the materials together
throughout the scene. At this point, the walls will look something like Figure 9-32 .
Use the selection techniques from earlier in this chapter to select walls for which alternate colors are
needed. After selecting each section, assign the polygons to a new selection set (choose Select Assign
Selection Set). Repeat the steps used to assign alternate carpet colors to the walls. If there is a room that
needs a different textured finish (or none at all), add layers within the groups and assign them to Diffuse and
Specular Amount. Adding a Constant will effectively remove the finish and adding another type of texture
will replace the base layers.
Figure 9-32: The base wall material
Cleaning Up
After you create the main wall and floor materials, a few elements will still need materials. You can use
preset or simple materials settings and colors to complete objects such as doorknobs, window frames, and
doors. Figure 9-33 shows the model with completed materials. The scene is now ready for some additional
details and furniture before the lighting and final renders are set up.
 
 
 
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