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Blender 3D Cookbook

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

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Toc

Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh FREE CHAPTER 2. Sculpting the Character's Base Mesh 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Building the armor shaders in Blender Internal

We arrive finally at making the Armor shaders under the Blender Internal engine; we have four materials, here: the two UDIM plate shaders, the rivets shaders and the leather material for the tiers.

Getting ready

Enable the 6th and the 13th scene layers and select the Armor object; if your computer is powerful enough, use the Rendered preview while you are working.

How to do it…

Let's start with the first UDIM tile material creation, the main armor plates:

  1. Put the mouse pointer in the Node Editor window and add a Material node (Shift + A | Input | Material), a MixRGB node (Shift + A | Color | MixRGB) and an Output node (Shift + A | Output | Output). In the N Properties sidepanel, label the Material node as COL.
  2. Connect the Color output of the COL node to the Color input socket of the Output node, then click on the New button on the Material node to create a new material and rename it Armor_U0V0_col; in the Node Editor window, disable the...
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