![]() ![]() For this we need to use the " Texture" properties panel. This element of a material is used as a container that can be changed and altered using a set of parameters without interfering with the type of texture loaded into it, in this instance an bitmap image (more on this below). With a " Material" assigned to the chair, it now needs a " Texture". Material tinted blue after changing the diffuse settings Adding a Texture stage to a Material ^ 5) Move mouse in colour mixer to select colour 4) Diffuse colour click to open colour picker/mixer panel. ![]() 4) Diffuse material colourĭiffuse colour settings. 2) Material list showing current active material. ![]() The next step is to add a 'texture' slot. Once done, the basic properties have been set up. To complete the basic set up, in the " Diffuse" options click the white sample block to open the colour picker and set a colour for the material by clicking the mouse in the coloured sphere the chair will change in real-time as this is being done indicating the material is being altered. Underneath is a text field with the word " Material" duplicated, this is where the name of the material 'datablock' is changed (shown below), go ahead and change the name to " chair" by LMB clicking in the text field. Eighth from the left is a button with a sphere on it, this is the " Material Properties Editor" where all the basic parameters for materials can be made or edited, click the button to switch to these options.Īt the top of the now open 'panel' is a list of currently available materials applied to the object at present just a single listing named " Material" is shown. The " Properties" editor, like other 'views', has a Header which in this instance displays a series of icons. What we'll do instead is change the name and colour parameters of the material from the " Properties" editor. The cube object used to make the chair is loaded as part of the default scene with a single material already applied to it so there is no real need to create a new one. Initial editing and construction of the mesh to produce a basic chair done in Edit mode of Blender 2.5 Ĭhair shown in Object mode after initial mesh editing and construction done in Blender 2.5 Making a Material and its Properties ^ For the time being its complete and ready for this next step of the process. Below is how the chair currently looks after the initial process of making it using Blenders various mesh editing tools. Generally speaking a game ready material is composed of three basic elements Ī model can have more than one material, dozens in fact depending on the complexity of the object, each of those will usually contain the individual " Material", " Texture" and " Image" stages although we only need one material on the tutorial chair, the latter part of this tutorial will explain using multiple materials and how those are applied to meshes.ĭesign note: each 'stage' is often also referred to as a material " layer" or " slot"įor now, we'll concentrate on applying a single material. The Material in the global sense is a visual metaphor of an objects surface types, what the object represents and would be made of if it were real - a 'chair' made of 'wood', 'concrete', 'metal' and so on. Or in a 'local' (or 'objective') sense of a specific 'stage' or 'element' of the overall property. One is in a 'global' sense of an overall 'property' applied to a model. Materials in Blender can be referred to in one or two contexts. In this section, part four, materials and texture will be discussed and how those are made and applied to a mesh although only one material is needed for this tutorial, the application of two materials will be discussed in a separate section to show the principles involved of 'selective addition', that is, placing materials on in specific selected faces.īefore proceeding, you need to make sure you have some images available for use, have unpacked the sample file to a location on your computer for use and/or know the location of either/or before doing the following. ![]()
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