3D Nuts! Tutorials - Creating gold, silver, and copper materials - Part 2
 

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Step 11
 
Open the Material Editor again and select the material below Gold 24K and rename it from 7 - Default to GroundPlane.

Click the small empty quare button next to the Diffuse color, select Checker from the list, and click OK.
 
 
 
Step 12
 
Set the Tiling to 9 for both the U and the V. Set the W Angle to 45.

Assign the material to the plane object you jsut created (Plane01). You can do this by dragging the material to Plane01 in a viewport, or by clicking the Assign Material to Selection button in the Material Editor. Click the Show Map in Viewport button to display the material in the viewport.
 
 
 
Step 13
 
Rotate the Perspective viewport and zoom in on the ball as shown in the screen shot. Press F9 or F10 to render the Perspective viewport and check out the results.

We used the default lighting setup in this render, but if you do add lights yourself, and you want to make it more realistic, lower down the Refrection value to a minimum of 40 (on the Maps rollout section of the Gold 24K material in the Material Editor).
 
 
 
Step 14
 
Silver looks similar to gold, so we can change the Gold 24K material to a silver material quite easily.

Open the Material Editor and drag and copy the Gold 24K material to the material next to it and change its name to Silver.

Change the Diffuse color to RGB 197,198,200.
 
 
 
Step 15
 
Set the Specular color to white (RGB 255,255,255).

Set the Specular Level to 90 and the Glossiness to 50.
                                                                                                                                               


 
 
 
Step 16
 
Scroll down in the Material Editor and open the Maps section. Change the Reflect level to 70 and click the Map #X (Falloff) button.
 
 
 
Step 17
 
Change the second color of the Falloff map to RGB 228,229,231 and change the Index of Refraction value to 10.

Assign the material to the sphere object by dragging the material to Sphere01 in a viewport, or by selecting the Sphere and clicking the Assign Material to Selection button in the Material Editor.
 
 
 
Step 18
 
Press F9 or F10 to render the Perspective viewport and check out the results.                                                                          


 
 
 
Step 19
 
Now for the last metal in this tutorial: copper. Copper is kinda brown/orange and is less reflective than gold and copper.

Open the Material Editor and copy the Silver material to the material next to it, and rename it to Copper.

Change the Diffuse color to RGB 225,87,51.
 
 
 
Step 20
 
Set the Specular color to white (RGB 255,214,196).

Set the Specular Level to 80 and the Glossiness to 40.                                                                          


 
 
 
Step 21
 
Scroll down in the Material Editor and open the Maps section. Change the Reflect level to 40 and click the Map #X (Falloff) button.
 
 
 
Step 22
 
Change the second color of the Falloff map to RGB RGB 255,214,196 and change the Index of Refraction value to 7.

Assign the material to the sphere object by dragging the material to Sphere01 in a viewport, or by selecting the Sphere and clicking the Assign Material to Selection button in the Material Editor.
 
 
 
Step 23
 
Press F9 or F10 to render the Perspective viewport and check out the results.

As I mentioned in the introduction, the materials may need a little tweaking to fit your purpose. Try playing around with the reflection values for example. And if you want to make it more realistic, add a scratch map.

You can download a matlib file with the gold, silver, and copper material from this tutorial here.

I hope you enjoyed this tutorial and that it contributed something to your skills and knowledge! Please use our Contact form to send me comments, or discuss this tutorial here.

Check out my other tutorials here >>>.


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