Building the reptile skin shaders in Blender Internal
Because we want to keep the materials we already created for Cycles in the same blend file (and the reason will be clear in the next chapter), before we start with the creation of the Blender Internal shaders, we must prepare the file a bit.
Getting ready
The first thing to do is to open the last saved blend file, add Frames to each material in the Node Editor window, and label them with the material name followed by the suffix _Cycles; this is to later distinguish them from the material we will build for BI.
Therefore:
- Start Blender and load the
Gidiosaurus_shaders_Cycles.blend
file. - In the Outliner, select the Gidiosaurus_lowres mesh, go to the Material window and click on the
Material_skin_U0V0 ...
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