Shading is just the process of creating the texture and color on your model. Given how lambert1 is rarely the most enthralling shader, I had to create a new shader, add a bump map to that shader, and then attach the shader to my character using a UV map.
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Shader settings |
After that, I added a bump map to create texture, so that Kopf actually looks like he's made out of rock instead of clay. I used a fractal bump map to make the texture kind of random, but still coherent, and set the bump value fairly low since the Easter Island heads are actually pretty smooth.
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Fractal settings |
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Bump map settings |
The final step involved mapping to shader to my character using UVs. Although the color applied itself without a UV map, bump maps cannot be applied without them. All I did was use the Automatic Projection tool, since I didn't have to worry lining up UV shells due to the fact that the shader was just a constant color. I had considered using a seamless rock image to make him actually look like stone, but the UV map was just too complicated to fix within my limited timeframe.
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Model with shader |
Overall, the result was pretty good. I may still alter the shader or bump map after I add lighting and start rendering, but this is a pretty decent start.