Blender Documentation: Last modified September 01 2003 S68 | ||
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Select Gus, it is time to give him some nice cookie like material. In the Button Window toolbar press the red dot button Figure 31 or use the F5 key.
The Button window will be almost empty because Gus has no material, yet. To add one click on the white square button in the Button Window toolbar and select ADD NEWFigure 32.
The Buttons window will be populated by buttons and a string holding the Material name, "Material" by default will appear next to the white square button. Change this to something meaningfull, like GingerBread.
Modify the default values as per Figure 33 to obtain a first rought material.
Press the small button with a white square on the right of the Material Buttons, in the Textures area Figure 34 and select Add new. We're adding a texture in the first channel. Give it some name like "GingerTex"
Select the Texture Buttons by clicking the button in Figure 35 of by pressing F6
From the top row of ToggleButtons which appear select Stucci and sets all parameters as in Figure 36.
Go back to the Material Buttons (F5) and set the Texture buttons as in Figure 37. The only settings to change should actually be the un-seting of the Col Toggle Button and the setting of the Nor Toggle Button and rising the Nor slider to 0.75. This will make our Stucci texture to act as a "bumpmap" and making Gus look more biscuitlike.
You can also add a second texture, name it 'Grain' and make it affect only the Ref property with a 0.4 Var Figure 38. The texture itself being a plain Noise texture.
Give also to the ground some appropriate material, for example a dark blue one Figure 39.
To give some finishing touches we should add eyes and some other details.
First make Layer 1 the only visible by clicking with LMB on the layer 1 button Figure 40. This will hide lamps, camera and ground.
Place the cursor at the center of Gus head, remember you are in 3D so you must check at least two views to be sure! Add a sphere (SPACE>>ADD>>Mesh>>UVsphere). You will be asked for the number of Segments: (meridians) and Rings:(parallels) into wich divide the sphere. The default of 32 is too much for our aims here, use a value of 16 for both. The Sphere is in the first image top left of the sequence in Figure 41.
Scale it down (SKEY) to a factor 0.1 in all dimensions, then switch to side view ( NUM 3) and scale it only in the horizontal direction to a further 0.5 (Second two images in Figure 41).
Zoom a little if you need via NUM + or CTRL MMB. and move the sphere (GKEY to the left so that it is half in, half out of the head (First image in the second row of Figure 41).
Go back to front view (NUM 1) and move the sphere sideways to the right. Place it in a point where Gus should have an eye.
Flip a duplicate with respect to the cursor by following the sequence you learned when flipping Gus body (Select the crosshair toolbar button, SHIFT D, SKEY, X KEY, LMB). Now Gus has two eyes.
Go out of EditMode, and place the cursor as much as you can at the center of Gus Face. Add a new sphere and scale/ move it exactly as before, but make it smaller and place it lower than and right to the cursor, centered on the SubSurfed mesh vertex Figure 42).
Now, in the Edit Buttons (F9) locate at the center the group of buttons in Figure 43. Set Degr: to 90, Steps: to 3 and verify that the Clockwise: TogButton is on. Then press SpinDup. This will create 3 duplicates of the selected vertices on an arc of 90° centered at the cursor. The result is Gus mouth, like in the last image of sequence Figure 42.
Now you have learned the trick, add three more of these ellipsoids to be Gus buttons. Once you have made one, you can simply go out of Edit Mode, press SHIFT D to create a duplicate and move it in place like in Figure 44.
Give to the eyes a Choccolate-like material as the one at the top in Figure 45, give to the mouth a White Sugar like material like the one just below in Figure 45, give the buttons a Red, White and Green sugar like material. from top to bottom, these are in Figure 45 too.
![]() | Objects sharing a material |
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To give an Object the same material as another object, select that material in the list which appears when you press the button with the white square in the ButtonWindow toolbar. |
When you are done assigning materials, set layer 10 visible anew, you should know how by now, so that also lights and camera shows up, and do a new rendering (F12). The result should be look more or less like Figure 47.
You might want to save your image now. Press F3. You will be presented with a file window, tipe in the name of your image and save.
![]() | Image types and extension |
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You must decide the image format (JPEG, PNG etc.) before pressing F3 by setting it in the Rendering Buttons Figure 10 in the Section called Build the body and using the PopUp menu Figure 48. Beware that Blender does not add the extension to the file name by default, is it up to you tu type one in if you want. You will learn how to add extension automatically in the appropriate chapter. |
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