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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

Making a node group of the skin shader to reuse it

Once we are satisfied with the reptile skin shader created for the character's head, we can copy it to the other parts of the body, that is to the other material slots, and then apply the necessary modifications. Those, in this case, just consist of different color and scales image textures.

This means that all the other shader parts can be reused as they are. In this recipe, in fact, we are going to make a node group of these parts so as to easily re-use the shader for the other materials slots.

Getting ready

Just start Blender and re-open the previously saved Gidiosaurus_skin_Cycles_01.blend file.

How to do it…

Let's start to create our skin node group:

  1. In the Material window, select the slot of the Material_skin_U0V0.
  2. Put the mouse pointer in the Node Editor window, press the B key and left-click to box-select all the nodes with their respective frames. Then, press the Shift key and right-click (twice for each one) to deselect...
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