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We've got the skin texture looking really good. Now we can move on to the eyes. Our eyes right now are a flat gray color. They basically have the same skin texture just kind of overlaid on top of them. What we want to do is create a new material that's going to be called Shark Eyes, and that material will get stuck on top of the skin texture but only affect the polygons where the eyes are. Let's switch our layout from the BodyPaint 3-D layout back to a standard layout, and in the Material Manager, we are going to make a new material. So I will go to File > New Material.
Let's double-click on the word Mat and call this Eyes. Now, with the Eyes material active, I am going to make the color just black. Now, our shark object is called Cube, and that's the actual body of the shark and what I want to do is create something called a Selection tag. Now, Selection tag is going to allow me to limit how a material applies to an object and it's only going to have the black material show up on the eyes.
The process of creating a Selection tag involves selecting the polygons in the region that we need to limit the material to. So let's switch to Polygon mode and I am going to use my Selection tool and make sure that Only Select Visible Elements is turned on. That's very important. I don't want to select polygons all the way through my object. I only want to select this one polygon right here, boom! Now I am going to go around to the other side and select just the polygon that is on the other eye, boom! So now I have two polygons selected.
Now I want to expand my selection out a bit so that it adds the material to the polygons that are on the sides of the eyes as well. So I am going to go to the Selection menu and do a Grow Selection and the Grow Selection command expands that selection area out a little bit to the surrounding polygons. Now, with the polygon selected, I'm going to go to the Selection menu and do Set Selection way down here at the bottom. When I activate this command, it's going to add a red triangle here at the end of the tag column.
That red triangle is called a Selection Tag. Now, let's rename the Selection tag in the basic properties and just call it Eyes. Now you can see our shark skin is this Material tag right here. I'm going to click on the Eyes material and drag it right onto the cube. Then when I do, my entire shark turns black. That's because CINEMA 4D evaluates these materials from right to left. So the black eye material is currently covering up my shark skin. So now what I can do is in the Eye Material tag, the Texture tag that's applied to my shark body, there is a field called Selection under the tag properties.
If I drag this red triangle into that field, it will limit the material to only showing up in the location of that selection. Let's get out of Polygon mode and take a step back and you can see that our shark looks like it's just a flat gray with a black texture on the eyes, but our shark skin is still there. When we render, you can see our shark now has black eyes and the regular shark skin. You might be asking yourself, why did we use a Selection tag when we could have also painted the eyes inside of BodyPaint? And that's because I really like to have a separate material for the eyes so that I can control how shiny the eyes are.
Right now you can see the eyes are a little bit dull, and I can actually add a little bit more specular highlight to these guys independent of the skin. So if I click on the eyes and I can go to the Specular channel and turn the Height up, and now when I do a little test render, Command+R, you can see the shark eyes now have a nice specular highlight on them that's much more intense than the surrounding skin. So the Selection channel is a great way for adding additional materials to your objects without actually covering up the materials that are already there.
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