Graphics Programs Reference
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material slots (by clicking the - button at the top of
the tab). Then, I clicked +New from the material
selector drop-down menu. I could then start creat-
ing the material. The beginnings of the material are
shown in Figure 12-12.
So far, this was just a simple material; I merely
tweaked the diffuse color and the specular intensity
and hardness. I also switched the specular shading to
Blinn, which gave softer highlights. Next, I needed
to start incorporating my textures and refining the
material.
To incorporate the diffuse texture, I switched
to the Textures tab of the Properties editor, selected
the first texture slot, and clicked +New to add a new
texture. Then I set the Texture Type to Image. This
added an Image panel to the Texture tab where I
could open my diffuse texture.
Materials for the Bat Creature
Let's look at how to create materials, beginning with
the Bat Creature and Blender Internal. For this proj-
ect, I needed materials for the skin, fur, eyes, and
teeth.
Skin
I began with the creature's skin. I added a new
material to the Bat Creature object—that is, our
final one with displacement, which I'll use for ren-
dering. (Remember there are two copies of the
Bat Creature in the scene: one copy that I'll use
to render the body and another that I created in
Chapter 9 to hold the hair.) To add a new mate-
rial to the Bat Creature, I went to the Materials tab
of the Properties editor and deleted any existing
Figure 12-12: The Bat Creature material, shown without any textures or subsurface scattering. The rendered
material is shown at the right. (See Chapters 13 and 14 for how to set up the lighting and render settings.)
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