| Applying the Multi-Materials to the Mesh
Objects |
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Now lets open the athlete_02.gmax scene and apply the materials to the
meshes.
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Open the Material Editor and Material Navigator. You can minimize the
Navigator.
Click on the Select Objects button to open the dialog box and select the
shin object.
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In the Material Editor, click on the Apply button. We now have a skin
colored skin
mesh.
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Now click on the Select Objects button and select the leye mesh object.
You might
want to zoom in to that area to see it better.
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Click on the Apply button again. The leye object is now skin colored...
not what
we want but we'll fix that.
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With the leye object still selected, click on the Modify tab, then click
on the Modifier
List to get its drop down.
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Scroll down to the Surface Modifiers catagory and select Material.
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Type 2 in the Material ID box. The leye should change to our eyeball sub-material.
See how it relates to the ID number in the Material Editor?
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Now right click on the Material modifier in the stack and Collapse it.
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Use the same process for the reye and the swimsuit.
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Maximize the Material Navigator and notice how it shows that the Caucasian_Male
Multi-Material is assigned to the objects. Now lets save our work again,
this time
as athlete_03.gmax.
Next we will fix up the eyes a bit by adding an image mapping.
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| Part 3 |