Graphics Programs Reference
In-Depth Information
F Mapping panel:
Coordinates: UV
Layer: UVTex
F Influence panel:
Color: enabled, 1.0
Default Color: 0.022 Red, 0.0 Green, 0.002 Blue (This opion is located
below "RGB to intensity").
And that's all for the shell's material. This will give us the nice finished look that we are
looking for, and we only used procedural textures! Now, let's save the file.
Objective Complete - Mini Debriefing
The shading process for the shell was done in three steps—creaing a UV Map, seing the
Subsurface Scattering opions for the base material, and adding the ive textures to inely
control the surface's look.
In the first step, we started by defining the seam for UV unwrapping on an edge loop that
runs along the whole "tube" that forms the shell. This edge loop was chosen in such a way
that there are no visible disconinuiies when rendering. We then coninued by creaing two
shape keys—the basis to save the original state of the mesh and the Key 1 to be edited into
a "soter" mesh, which could be fed into the UV unwrapping tool of Blender to get a beter
UV map than using the original mesh shape. The trick was applying the Smooth tool to the
Key 1 shape key, calling the UV Unwrap tool using it, and then deleing all the shape keys.
The reason to delete the Key 1 shape key before the Basis was to ensure that the original
shape of the mesh was preserved, using the UV map generated from the Key 1 shape. This
UV Map is needed to ensure the proper applicaion of certain textures.
The second step was deining the basic material's properies. The most relevant aspect of
this step was seing up the Subsurface Scattering opions for our material, which enables
a special kind of treatment of the object to get a "waxy" look.
 
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