Applying the Multi-Materials to the Mesh Objects    
   

Now lets open the athlete_02.gmax scene and apply the materials to the meshes.

   


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.

 

   


In the Material Editor, click on the Apply button. We now have a skin colored skin
mesh.

 

   


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.

 

   


Click on the Apply button again. The leye object is now skin colored... not what
we want but we'll fix that.

 

   


With the leye object still selected, click on the Modify tab, then click on the Modifier
List to get its drop down.

 

   


Scroll down to the Surface Modifiers catagory and select Material.

 

   


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?

 

   


Now right click on the Material modifier in the stack and Collapse it.

 

   


Use the same process for the reye and the swimsuit.

 

   
 


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.

 

   
Part 3