Applying a Sub-Material to Sub-Objects    


Open the athlete_03.gmax scene.

 

   
 


Open the Material Editor and the Material Navigator. Add a new Sub-Material
and name it lips. Set the material properties like what is shown above. The lips
should be a little darker than the skin color and I want them to have a "wet" look
so I adjust the Specular Highligh parameters to achive this.

 

   
 


Right click on the User viewport then right click on the viewport lable and in the
context menu turn on Edged Faces. This allows us to see see the edges of the
polygons in Smooth+Highlight mode and makes them easier to select. I have also
turned on Shade Selected Faces in the Viewport Configuration. With the skin mesh
object selected, zoom in on the mouth area..

 

   
 


Now click on the Modify tab in the Command Panel. select the Polygon sub-object
under Selection and turn on Ignore Backfacing. Be sure you are in Select mode.
.gMax has a habit of jumping to the Move mode. Now start selecting the polygons
that form the lips.

 

   
 


Once you have the polys selected, scroll the Command Panel down to the Surface
Properties heading and under Material type in 4 in the Material ID box. When your
finished de-select the polys and have a look.

 

   
 


As you can see, our athlete now has lips that contrast well with the base skin color
and have a "wet" look. Now save the scene as athlete_04.gmax.

 

   
 


You can play with the individual material properties to get different skin tones and
change the swimsuit colors or apply different eye maps to change the color of his eyes

I hope you found it informative and of some use. Perhaps even inspire you to develop
your own figure mesh objects or clothes.

 

   

Just added Part 5, Making a Simple Texture Map for the Lips.