<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Materials and Textures</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="Your first animation in 30 + 30 minutes" HREF="c1182.html"><LINK REL="PREVIOUS" TITLE="Let's see what Gus looks like" HREF="x1446.html"><LINK REL="NEXT" TITLE="Rigging" HREF="x1798.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x1446.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Your first animation in 30 + 30 minutes</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x1798.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="quickstart_materials" ></A >Materials and Textures</H1 ><P > It's time to give Gus some nice cookie-like material: </P ><P > 1. Select Gus. Then, in the Button Window header, select the Shading Context by pressing the red dot button (<A HREF="x1603.html#BSG.QIK.F.S68.031" >Figure 31</A >) or using the <B CLASS="keycap" >F5</B > key. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.031" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick31.png"></P ></DIV ><P ><B >Figure 31. The Material Buttons window Button.</B ></P ></DIV ><P > 2. The Button window will be almost empty because Gus has no materials yet. To add a material, click on the Menu Button in the <TT CLASS="literal" >Material</TT > Panel (the one with two triangles, pointing up and down) and select <TT CLASS="literal" >ADD NEW</TT > (<A HREF="x1603.html#BSG.QIK.F.S68.032" >Figure 32</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.032" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick32.png"></P ></DIV ><P ><B >Figure 32. The Material Menu button.</B ></P ></DIV ><P > 3. The Buttons window will be populated by Panels and Buttons and a string holding the Material name, "Material" by default, will appear next to the white square button. Change this to something meaningful, like GingerBread. </P ><P > 4. Modify the default values as per <A HREF="x1603.html#BSG.QIK.F.S68.033" >Figure 33</A > to obtain a first rough material. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.033" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick33.png"></P ></DIV ><P ><B >Figure 33. The Material Buttons window and a first gingerbread material.</B ></P ></DIV ><P > 4. Press the Menu Button in the Textures Panel area (<A HREF="x1603.html#BSG.QIK.F.S68.034" >Figure 34</A >) and select <TT CLASS="literal" >Add new</TT >. We're adding a texture in the first channel. Call it "GingerTex." </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.034" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick34.png"></P ></DIV ><P ><B >Figure 34. The Textures menu button in the Material Buttons</B ></P ></DIV ><P > 5. Select the Texture Buttons by clicking the button in <A HREF="x1603.html#BSG.QIK.F.S68.035" >Figure 35</A > or by pressing <B CLASS="keycap" >F6</B >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.035" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick35.png"></P ></DIV ><P ><B >Figure 35. The Texture Buttons window Button.</B ></P ></DIV ><P > 6. From the columns of ToggleButtons which appear in the <TT CLASS="literal" >Texture</TT > panel select <TT CLASS="literal" >Stucci</TT > and set all parameters as in <A HREF="x1603.html#BSG.QIK.F.S68.036" >Figure 36</A >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.036" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick36.png"></P ></DIV ><P ><B >Figure 36. The Texture Buttons window with a stucci texture.</B ></P ></DIV ><P > 7. Return to the Material buttons (<B CLASS="keycap" >F5</B >) and set the <TT CLASS="literal" >Map Input</TT > and <TT CLASS="literal" >Map To</TT > tabs of the <TT CLASS="literal" >Texture</TT > Panel as in <A HREF="x1603.html#BSG.QIK.F.S68.037" >Figure 37</A >. Release the <TT CLASS="literal" >Col</TT > Toggle Button and set the <TT CLASS="literal" >Nor</TT > Toggle Button, then raise the <TT CLASS="literal" >Nor</TT > slider to 0.75. These changes will make our Stucci texture act as a "bumpmap" and make Gus look more biscuit-like. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.037" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick37.png"></P ></DIV ><P ><B >Figure 37. Settings for the Stucci texture in the Material Buttons window.</B ></P ></DIV ><P > 8. Now add a second texture, name it "Grain," and make it affect only the <TT CLASS="literal" >Ref</TT > property with a 0.4 <TT CLASS="literal" >Var</TT > (<A HREF="x1603.html#BSG.QIK.F.S68.038" >Figure 38</A >). The texture itself is a plain <TT CLASS="literal" >Noise</TT > texture. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.038" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick38.png"></P ></DIV ><P ><B >Figure 38. Settings for an additional Noise texture in channel 2.</B ></P ></DIV ><P > Give the ground an appropriate material, such as the dark blue one shown in <A HREF="x1603.html#BSG.QIK.F.S68.039" >Figure 39</A >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.039" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick39.png"></P ></DIV ><P ><B >Figure 39. A very simple material for the ground.</B ></P ></DIV ><P > To give some finishing touches we'll add eyes and some other details. </P ><P > 1. First make Layer 1 the only one visible by clicking with <B CLASS="keycap" >LMB</B > on the layer 1 button (<A HREF="x1603.html#BSG.QIK.F.S68.040" >Figure 40</A >). This will hide the lamps, camera, and ground. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.040" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick40.png"></P ></DIV ><P ><B >Figure 40. Layer visibility buttons on toolbar.</B ></P ></DIV ><P > 2. Place the cursor at the center of Gus's head. (Remember that you are in 3D so be sure to check at least two views to be sure!) </P ><P > 3. Add a sphere (<B CLASS="keycap" >SPACE</B >>>ADD>>Mesh>>UVsphere). You will be asked for the number of <TT CLASS="literal" >Segments:</TT > (meridians) and <TT CLASS="literal" >Rings:</TT > (parallels) into which to divide the sphere. The default of 32 is more than we need here, so use a value of 16 for both. The sphere is in the first image at the top left of the sequence in <A HREF="x1603.html#BSG.QIK.F.S68.041" >Figure 41</A >. </P ><P > 4. Scale the sphere down (<B CLASS="keycap" >SKEY</B >) to a factor 0.1 in all dimensions, then switch to side view (<B CLASS="keycap" >NUM3</B >) and scale it only in the horizontal direction (<B CLASS="keycap" >YKEY</B >) a further 0.5 (see the second two images in <A HREF="x1603.html#BSG.QIK.F.S68.041" >Figure 41</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.041" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick41.png"></P ></DIV ><P ><B >Figure 41. Sequence for creation of the eyes.</B ></P ></DIV ><P > 5. Zoom a little if necessary via <B CLASS="keycap" >NUM+</B >, <B CLASS="keycap" >MW</B >, or <B CLASS="keycap" >CTRL-MMB</B >, and drag the sphere (<B CLASS="keycap" >GKEY</B >) to the left so that it is halfway into the head (as shown in the first image in the second row of <A HREF="x1603.html#BSG.QIK.F.S68.041" >Figure 41</A >). </P ><P > 6. Return to front view (<B CLASS="keycap" >NUM1</B >) and move the sphere sideways, to the right. Place it where Gus should have an eye. </P ><P > 7. Flip a duplicate around the cursor by following the sequence you learned when flipping Gus's body. (Select the crosshair toolbar button, in EditMode <B CLASS="keycap" >AKEY</B > to select all, <B CLASS="keycap" >SHIFT-D</B >, <B CLASS="keycap" >ESC</B > <B CLASS="keycap" >MKEY</B >, <TT CLASS="literal" >Global X</TT > Menu entry.) Now Gus has two eyes. </P ><P > 8. Exit EditMode (<B CLASS="keycap" >TAB</B >), and place the cursor as close as you can to the center of Gus's face. Add a new sphere and scale and move it exactly as before, but make it smaller and place it lower than and to the right of the cursor, centerd on the SubSurfed mesh vertex <A HREF="x1603.html#BSG.QIK.F.S68.042" >Figure 42</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.042" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick42.png"></P ></DIV ><P ><B >Figure 42. Creating a mouth with Spinning tools.</B ></P ></DIV ><P > 9. Now, in the Edit Buttons (<B CLASS="keycap" >F9</B >), locate the group of buttons at bottom in the <TT CLASS="literal" >Mesh Tools</TT > Panel (<A HREF="x1603.html#BSG.QIK.F.S68.043" >Figure 43</A >). Set <TT CLASS="literal" >Degr:</TT > to 90, <TT CLASS="literal" >Steps:</TT > to 3, and verify that the <TT CLASS="literal" >Clockwise:</TT > TogButton is on. Then, with all vertices still selected, press <TT CLASS="literal" >SpinDup</TT >. This will create three duplicates of the selected vertices on an arc of 90 degrees, centered around the cursor. The result should be Gus's mouth, like the last image of the sequence shown in <A HREF="x1603.html#BSG.QIK.F.S68.042" >Figure 42</A >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.043" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick43.png"></P ></DIV ><P ><B >Figure 43. The Spin Tools buttons in the Edit Buttons window.</B ></P ></DIV ><P > Now that you have learned the trick, add three more of these ellipsoids to form Gus's buttons. Once you have made one button, you can simply exit EditMode, press <B CLASS="keycap" >SHIFT-D</B > to create a duplicate, and move the duplicat into place, as shown in <A HREF="x1603.html#BSG.QIK.F.S68.044" >Figure 44</A >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.044" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick44.png"></P ></DIV ><P ><B >Figure 44. The complete Gus!</B ></P ></DIV ><P > Give the eyes a chocolate-like material, like the one shown at the top in <A HREF="x1603.html#BSG.QIK.F.S68.045" >Figure 45</A >. Give the mouth a white sugar like material, like the second one shown in <A HREF="x1603.html#BSG.QIK.F.S68.045" >Figure 45</A >, and give the buttons a red, white, and green sugar like material. These are shown from top to bottom in <A HREF="x1603.html#BSG.QIK.F.S68.045" >Figure 45</A > too. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.045" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick45.png"></P ></DIV ><P ><B >Figure 45. Some other candy materials.</B ></P ></DIV ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >Objects sharing a material</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > To give one object the same material as another object, select that material in the Menu list which appears when you press the Menu Button ButtonWindow <TT CLASS="literal" >Material</TT > Panel. </P ></TD ></TR ></TABLE ></DIV ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.046" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick46.png"></P ></DIV ><P ><B >Figure 46. Selecting an existing material from the Material Menu.</B ></P ></DIV ><P > Once you have finished assigning materials, make layer 10 visible again (you should know how), so that lights and the camera also appear, and do a new rendering (<B CLASS="keycap" >F12</B >). The result should look more or less like <A HREF="x1603.html#BSG.QIK.F.S68.047" >Figure 47</A >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.047" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick47.png"></P ></DIV ><P ><B >Figure 47. The complete Gus still rendering.</B ></P ></DIV ><P > Save your image, if you so wish, by pressing <B CLASS="keycap" >F3</B >. Enter the name of your image in the file window and save. </P ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >Image types and extension</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > You must choose the image format (JPEG, PNG, and so on) by setting it in the Rendering buttons <I CLASS="emphasis" >before</I > pressing <B CLASS="keycap" >F3</B > (<A HREF="x1446.html#BSG.QIK.F.S68.027" >Figure 27 in the Section called <I >Let's see what Gus looks like</I ></A >) and using the Menu (<A HREF="x1603.html#BSG.QIK.F.S68.048" >Figure 48</A >) in the <TT CLASS="literal" >Format</TT > Panel. Blender does <I CLASS="emphasis" >not</I > add an extension to the file name; you must enter one if you wish. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.048" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick48.png"></P ></DIV ><P ><B >Figure 48. File type selection menu in the Rendering Buttons window.</B ></P ></DIV ></TD ></TR ></TABLE ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x1446.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x1798.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Let's see what Gus looks like</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c1182.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Rigging</TD ></TR ></TABLE ></DIV ></BODY ></HTML >