Then right click in the red/blue header of the standard material and with your plane selected, choose assign material to selection. ![]() If you have the standard material set up correctly, and the UVW map modifier ont he plane, your plane and slate material editor should look like this: in the parameters for the modifier, select planar, uncheck real-world map size, and continue to play with the other setting until the plane looks the way you want. now in the modify panel in your scene, scroll through the modifier list and choose UVW Map right click on your new material and choose "assign material to selection". select the plane you created earlier in your scene right click on the material and check "Show shaded material in viewport" drag and connect the rubber band to the circle where it says diffuse color on the standard material you created earlier. click on the circle node on the left of the bitmap object int he editor. a dialog should pop open that allows you to pick whatever ship image you want for your reference. scroll down to the Maps standard group and drag and drop a bitmap map into the grid area. under the materials standard group, grab a standard material and drag and drop it into the main grid area. Rendering menu -> Material Editor -> Slate Material Editor Ooph.alrighty, well there are a lot of good tutorials on how to work with materials and textures all over the web.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |