This tutorial will teach you how to add and assign material to the model. It is basic to intermediate level tutorial. For texturing we will take the Papero model we made in the modeling a robot tutorial.
Step 1 Assigning materials to a mesh: To assign a material to any mesh you have to first select it. So make sure you are in ‘object mode’ then select the head mesh. looking at the reference images we can see that the head have two colors, white covering only the front face while orange covering rest of the part. First we will assign a material to the head. Press [F5] to bring up the material buttons. In the ‘Material tab’ click ‘Add New’ and rename it to ‘Orange’. You now have added a material to the mesh.

Image 1
Step 2. Changing the material properties: Now we will change the property of the ‘Orange’ material so that it looks like a plastic. Fist change the ‘Col’ sliders of R,G,B to 1.000, 0.600, 0.000. This will make the material of orange color. Now in the ‘Shaders’ tab change the ‘Ref’ to 1.000. change ‘Spec’ to 0.700 and finally ‘Hard’ to 130. The ‘Lambert’ shader is actually a ‘diffusion shader’ it take cares of how much the surface reflects light. Next ‘Cook Torr’ is a ‘Specular shader’ it defines how much shininess a material will have. You can take the image 2 for reference of the ‘Orange’ texture.

Image 2
Step 3. Assigning multiple textures to the same mesh: Keep the head mesh selected and get into ‘Edit mode’ also enable shaded view [Z] now select the vertices as shown in the image1. Now press [F9] and in the ‘Link and Materials tab’ (Image 3) click the ‘New’ button this will create another material for the selected vertices. But you must assign the selected vertices for the material first. So now press the ‘Assign’ button. Now remember the ‘Mat’ Number for the selected faces.

Image 3
Step 4. Now get out of the ‘edit mode’ and press [F5] again to get to the material buttons. Here you will see that the second material assign is the same as was the first. We need a white plastic here so go ahead and click the ‘x’ in front of the ‘Orange’ Material. Now again add a new material and rename it to ‘Plastic white’. Change the properties of the white material by picking the values from the image 4.

Image 4
Step 5. Assigining the premade material: Now you know how to assign a new material but what if you want to reuse the same material again. Now as you can see the ear pieces are of the same orange plastic. So to assign them the orange material just select them and in from the material tab select the ‘Orange’ material. All the material you create are added to the dropdown list.

Similarly assign orange material to other parst where it is needed. Upper and lower body have the same type of plastic material but only the colour is red. So create a new material for it called ‘red plastic’ and assign it to them.

For the ‘eye piece’ and the ‘eye glass’ assign the following material.

For the shoes you can assign the ‘White plastic’ material the same way.


Image 5
LIGHTING AND RENDERING THE SCENE

Step 6. Adding a lamp: After assigning materials change the ‘viewport view’ to top [numpad 7]. Zoom out a little and add ([Spacebar] ‘Add |lamp |lamp’) a new light in to the scene. Move it to the right as shown in the image8.


Image 6
Step 7. Using a Camera: Since we have use the default scene we already have one lamp and a camera assigned. Now we will position the camera. To get in to the camera view press [numpad 0]. Here you can see three frames first one is the ‘capture frame’ second one is the ‘safe frame’ the third one is actually the camera itself. Right click the out most frame and press [G] grab now if you move your mouse you can see the camera moves. Try to position the camera as seen in the image 7.

Image 7
Step 8. Now its time to render the scene. To render the scene go to ‘Render’ menu and select ‘Render settings’ or just press [F10]. Here enable the ‘Shadows’ button and also enable the ‘OSA’ button. Now to render the scene just press ‘F12′. You can see the render like image 8. Also don’t forget to add a ‘plane’ below the robot and stretch is so that it look like the floor in the image8.

That wraps up the ‘Texturing and rendering the robot scene’ tutorial.


Image 8
References & External Links

.blend file

Modeling A Robot

Animating A Robot

Written by Gaurav Nawani, Graphic Artist at Ironcode Software

2 Comments for "Texturing A Robot Tutorial"
  • […] Texturing a robot […]

  • Linoha

    Hi!

    I have done this tutorial and I have got a problem with the rendering of my image. For the multiple materials on the face of the robot. In the 3d view everything is fine but when rendering some artefacts appear around the eyes… I tried deleting subsurf effect( a little bit better but still not good) I tested also multiple materials on a cube just to see if i was doing anything wrong(which I was not cause the cube multimaterials came out correctly).

    Do you have any idea what went wrong??

    thank you for this turorial!!

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