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Chapter 7: Surfacing > Finishing Up - Pg. 226

Blender Foundations Finishing Up The chair is much like the table, and the process for applying materials and texturing is identical. Drop the chair into Edit mode, and use Smart Project from the U-key unwrap menu. In the material properties, click the icon to the left of the material's name and browse for the table material. Do a test render. Remember that if you want to make adjustments to the material on the chair and not have it affect the table, they are both linked to the same data block at the moment. You need to click the little number to the right of the name to make the material local to the chair. The shoes, hands, and room trim are left to you, with a few hints. The trim could be a dull white, as it is in the provided sample scene, or you could make it a nice rich wood. The shoes can be given a brown material with a bit of gloss, and a crackling texture to look like leather. The soles could be given a second, separate material for black rubber. The hands can be textured or not, depending on what kind of time you want to put into it. If you texture them, use the projection painting process like you did with the head. For a general material, something that matches the overall tone of the face when SSS is enabled is your target. Use the same SSS scale as the head material for consistency. What We Missed Not a whole lot, really. Admittedly, we skimped a bit on procedural textures, but there's a good reason