79. At
this point, you easily can create the material itself:
1. Open the Rocket_Material_Fin_Start.max file from the Scenes folder of the Red
Rocket project, or continue with the Rocket_Material_Wheel_Final.max file from the
previous exercise.
2. Open the Material Editor and select an available sample sphere. In the Blinn Basic
Parameters, click the color swatch next to the Diffuse, and make it white.
3. Name the Material Fin_Decal. Unlike the side fins, the top fin has a decal on its side,
so it will have its own material. Apply the material to the Fin object by dragging and
dropping the sample sphere from the Material Editor to the fin.
4. Back in the Material Editor, in the Specular Highlights group of the Basic Blinn Parameters
set the Specular Level to 80 and the Glossiness to 60. When you render, the base
color may look a bit gray; that is just the basic lighting in the scene.
5. We need to add reflections for the fin. Go to the Maps rollout in the Material Editor,
click None next to the Reflection map, and select Bitmap from the Material/Map
browser. Navigate to the SceneAssets\Images folder in the Red Rocket project and
select the Rocket_Refmap_Blur.jpg to assign it as the reflection map.
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