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Blender 3D: Designing Objects

You're reading from   Blender 3D: Designing Objects Build your very own stunning characters in Blender from scratch

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Product type Course
Published in Nov 2016
Publisher
ISBN-13 9781787127197
Length 1281 pages
Edition 1st Edition
Tools
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Authors (3):
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Pierre-Armand Nicq Pierre-Armand Nicq
Author Profile Icon Pierre-Armand Nicq
Pierre-Armand Nicq
Romain Caudron Romain Caudron
Author Profile Icon Romain Caudron
Romain Caudron
Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Toc

Table of Contents (6) Chapters Close

Preface 1. Module 1 FREE CHAPTER 2. Module 2 3. Module 3 Bibliography
Index

Chapter 13. Creating the Materials in Blender Internal

In this chapter, we will cover the following recipes:

  • Building the reptile skin shaders in Blender Internal
  • Building the eyes' shaders in Blender Internal
  • Building the armor shaders in Blender Internal

Introduction

In this chapter we'll see how to set up the materials for the Gidiosaurus and the Armor in the Blender Render engine; in fact, although not exactly of the same quality as in Cycles, it is also possible to obtain quite similar shader results in Blender Internal:

Introduction

Comparison of the Gidiosaurus character rendered in Cycles (left) and Blender Internal (right)

If you are wondering why we should re-do in the Blender Render engine, which is quite old and no longer developed and/or supported, the same thing we have already done in Cycles, there are several possible reasons: for example, no doubt Cycles is superior in quality but, compared with the scanline BI, its rendering is (and, being a path-tracer, always will be...

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