Graphics Programs Reference
In-Depth Information
11. The next material to work on is
sf_shipWings
. Go to the
Material
tab in the
Properties Editor
and select it from the material slots list. Then set it as follows:
F
Diffuse color: 0.26 Red, 0.22 Green, 0.20 Blue
F
Specular panel:
Color: 0.77 Red, 0.52 Green, 0.55 Blue
Intensity: 0.92
Specular Shader Model: Blinn
Hardness: 7
IOR: 7.2
Ambient: 0.4 (Shading panel)
12. To refine this material we need to go to the
Texture
tab in the
Properties Editor
and
add a couple of textures. The first texture will be the same
sf_body_specNoise
we
used in the
sf_shipBody
material. To reuse an exising texture, just select an empty
texture slot, click on the drop-down menu on the left-hand side of the +
New
buton,
and select the texture from the list.
The seings at the panel
Musgrave
must be left untouched. Just go to the
Influence
panel and make sure that the only enabled one is
Specular Intensity
, with a value
of 0.86
;
Blend
must be set to
Add
and
Stencil
must be enabled (botom right-hand
side corner of the panel).
The stencil opion causes the next textures in the texture list to be masked by
the texture that acts as a stencil. That way it's possible to control the regions
that get affected by a certain texture by masking properly.
13. The second texture to add to the
sf_shipWings
material is, again, one that we
created earlier called
sf_cabin_reflMap
. Just select an empty texture slot, and
then link the texture to this material by selecing it from the drop-down menu of
available textures. The only seing that must be changed is in the
Influence
panel:
Lower the
Diffuse Color
down to
0.35
.
14. The last material that we have to define is
sf_metalCannon
. This one will be very
much like the
sf_cristalCabin
material, since in this scene we just want both
elements to look shiny and relecive.
These are the seings for the
sf_metalCannon
material:
F
Diffuse color: 0.63 Red, 0.76 Green, 0.8 Blue
F
Specular Hardness: 13
F
Ambient: 0.4 (Shading panel)