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Example 5: Slime! This material is a little different. It's not a metal or plastic, it's a material that has a vaguely fluid look to it, and can be used as the basis for a number of viscous type materials. We also use coloured lights to give it a fake environment, producing shifts in colour over the surface without needing anything beneath the bevel. |
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Step 1: Load The Source Image. Load up the file 'ringmask.psd'. This file contains the ring from which the selection set to create the material samples was generated. |
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Step 3: Launch ShapeShifter. When you launch ShapeShifter, you will be presented with the default settings. The material we're about to work on is fairly complex so we'll need to change a number of the basic settings. If you wish, you can load in the Slime! Preset from the tutorial's preset file. The rest of this tutorial assumes that you don't do that. Note: Depending on the selection you have when launching, you may need to adjust the Bevel Scale in the Main Shape panel to prevent it bevelling too far. Ideally, you want a bevel that looks like a rounded shape and does not 'meet' in the centre causing sharp ridges. |
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Step 6: Lumps. Given that we're aiming for lumpy slime, it's time we added the lumps. This can be done using the Bump Map panel. This panel allows you add bumps to the surface of the bevelled object. For this slime, we're going to use a Perlin Noise to produce some slight lumps.
The Bump settings give the surface a lumpy look, breaking up the shiny smoothness. |
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