Materials & Textures: A Simple Introduction

* To shade an object: Drag the material to the object in the view port or the object browser. The cursor will turn into a green plus-symbol.
* The material will be applied to all faces of the mesh. The shade selection will be shown as All.
* The Icon of the material will be shown in the object browser and in the properties of the object.
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* To shade polygons of an object: Drag the material to the selected polygons in the view port. The cursor will turn into a green plus-symbol.
* The material will be applied to selected faces of the mesh. Shade selections will be consecutively numbered: 1, 2, …
* Icons of the materials will be shown in the object browser and in the properties of the object.
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* If required, subdivide existing polys by the commands available in the pop up for tools. Frequently used methods are Linear Subdivide / Triangulate / Inner Extrude / Ring Cuts / Scalpel.
* There is a maximum of 25 Shading spaces for any single object.
* Suggestion: Apply hotkeys to primary commands of the group Select and any useful tools for editing the primary meshes.
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* Add to an existing selection: Clicl + Shift key
* Subtract from an existing selection: Click + Cmd key

ShadeSels3.png


* You can modify the shading properties by editing the properties panel:
* Modify the number of the shading selection {0..24}
* Modify the name of the material in the pop-up
* Materials are assigned from left to right. You may switch the sequence of icons in the object browser.
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Example:
* Note that this is a single object parenting multiple shading spaces.
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Materials2.png


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Notes
1 Note that the faces of a box (and other objects) selected from the menue are flat 2D constructs. If you need to apply different materials to the two sides of a 3D “wall” you must use the shell-modifier or the shell-tool.
* The shell-modifier expands all faces of an object by an offset.
* The shell-tool expands selected Polys of an object by an offset.
2 The UV parameters for a material can be edited in the properties panel, globally for textures and individually for objects.
3 Note that the UV geometry of a mesh can be affected by edges and subdivisions. You will need to implement UV-tools to correct any distortions.
4 When merging objects, C3D will attempt to maintain / reassign shading spaces.

@SOF: If you have any questions, please ring the - elsewhere - mentioned bell :whistle:

* @SOF: As to quasimodal bells:
* I have a hunch (groan) that Notre Dame is refraining from tolling any bells for a few years. For whom the bell tolled, I have forgotten, despite having visited Hemingway´s regular pub in Barcelona just opposite an early building by Gaudi. It seems to have morphed into a somewhat grimy dump for touristy morons maintaining dusty traces of past splendour.
 
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* Openings can be generated quite easily, using linear subdivs, inner extrudes and shells.
* Experiment with Area Selection, Ring Selection and Loop Selection in this context.
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* For ease of operability, use the Split command to separate components of the master mesh.
Details5.png
 
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