Game Development Reference
In-Depth Information
FIGURE 9.4 Open each shader's Attribute Editor and assign the color texture.
5. While the Attribute Editor is still open, set the Diffuse values to 1. They are set to
0.8 by default; altering them to 1 will set the texture to be at full strength.
6. Now you can apply these materials to the model. Select the geometry that makes
up Kila's hair. In the Hypershade, right-click the Kila Hair shader and select
Assign Material to Selection.
7. Select the elements that exist on the body UV page. This should be a single mesh
because we combined them earlier. Right-click the Kila Body shader, and select
Assign Material to Selection.
8. Finally, select the rest of the geometry that still has the Check texture applied to it,
right-click the Kila Head shader, and select Assign Material to Selection.
An easy way to do this is to right-click the Check shader and choose Select Ob-
jects with Material. This will select all the faces that house that material.
9. In the Hypershade window, select Edit > Delete Unused Nodes. This will delete
the Check texture, as it is no longer used.
Asseenin Figure 9.5 , Kilanowhascolorandislookingmoreliketheoriginalconceptart.
Save the file as Kila_Texture.mb.
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