Graphics Programs Reference
In-Depth Information
The inal step was just seing up ive textures on the material, to have iner control over
different aspects of it. The first texture was set up to warp the coordinates of the second
one, which affects both color and the normals of the surface. The second texture uses the
UV map's texture coordinates to ensure that the marble texture (producing just horizontal,
deformed lines) would look like rings on the actual object. The third texture is used to add a
sot color variaion on top of the basic color provided by the second one. The fourth texture
is used to apply a verical stencil onto the next one. This stencil runs verically and only
allows the upper part (if seen on the UV map) of the fifth texture to affect the final material.
The purpose this ime is to add a saturated and dark red color only to the region of the shell
close to the apex. The inal texture just provided some color informaion with a bit of noise
to be applied on the region that the fourth texture would allow it to affect.
Modeling the Body
The next task is creaing the body for our snail. Now that we have the shell done, we can
use it as a guide for geing the right proporions on the body, which allows us to work, with
some freedom, on the modeling.
Prepare for Lift Off
Let's make sure that that shell object is in Object Mode , then switch to Top View ( View
Top ), select it, and move it -2.42 units along the X Axis ( G key, X key, then type " -2.42 ");
then switch to Right View ( View Right ), rotate it -75º ( R key, then type " -75 "), and then
move it 0.8 units along the Z Axis ( G key, Z key, then type " 0.8 "). Now we are ready to start
working on the body.
Engage Thrusters
1. We'll start the body of the snail by adding a cube to our scene. Make sure the 3D
Cursor is located at the origin of the 3D World ( View panel , Properties Sidebar ),
then go to Add → Mesh → Cube , change its name to body ( Item panel , in the
Properties Sidebar ), and switch to Edit Mode ( Tab key) and Front View ( View →
Front or press Numpad 1 ) to start working on it.
2. Deselect all the verices of the cube and switch to wireframe shading ( Z key),
then use the Border Select tool ( Select → Border Select or press B ) to select
the four lower verices, and then move them 1 unit along the Z axis ( G key, Z key,
then type 1 ).
3. Coninue by deselecing all the verices ( A key). Then, using the Border Select tool
( Select Border Select or press B ), select the four verices on the right, and then
move the selecion 2 units along the X Axis ( G key, X key, then type 2 ).
 
Search WWH ::




Custom Search