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)
 
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