
13
Materials
Click on the material in the Material Manager with the left mouse button and drag it onto the Eyeball object in
the Object Manager (when you drag the material over the object you can let go once the arrow points down).
Alternatively you can drag the material onto the desired object (the eyeball) directly in the Editor. Just make
sure you drop the material onto the correct object if there are several in the scene or in close proximity to one
another. You can check in the Object Manager to make sure the material was dropped onto the correct object
- the material icon will appear next to the object onto which it was dragged.
You have probably noticed that the eyeball brightened somewhat after you applied the material but you aren’t
able to see the actual texture. We still have to change the offset properties and the mapping size so the
texture will be aligned properly on our object. At the moment the actual image of the iris is lying distorted on
the right side of the eyeball. You can check this by making both Subdivision Surfaces eyelid objects invisible
for the editor. To do this double-click on the top small gray dot to the right of the object in the Object Manager
(until it turns red).
Double-click on the dot again and it will turn green, which makes the objects visible again independent of the
visibility settings of any parent object. The dot directly below has the same function except that it affects the
rendering.
Once you have made the eyelids invisible and have rotated the view a little the eyeball should look as follows:
Switch the visibility of the Subdivision Surfaces objects back by clicking again on the dots next to the object in
the Object Manager, making them gray. Click on the Texture tag at the right of the Object Manager next to the
object. It’s the material that we applied to the eyeball. You can recognize it in the mini preview of the texture
in the Object Manager.
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