Earthworm Animation

Creating and Applying Materials

Select the digestive system and apply an Edit Mesh modifier.

Select all the polygons behind the clitellum and assign them to Material ID 2.

Invert the selection and assign the rest of the polygons to Material ID 1.

Apply a UVW Map modifier and make it Cylindrical. Fit the modifier to the object and align it in Y.

The modifier should look like this:

Create a Multi/Sub-Object material with 2 sub-materials for the posterior and anterior of the digestive system.

Makeeach of the materials a shiny cream color.

Assign a Gradient Map to the Diffuse color of the material assigned to Material ID 2.

Using these settings and tiling the map will give the digestive system the "beaded" look.

Turn on Show Map in Viewport and assign the material.

Increase the tiling until you get a pattern you like.

Renderings of the digestive system material on a sample sphere (above), and applied to the the digestive system. .

You map the worm's skin in much the same way.Begin by assigning material ID's to each of the 3 sections.

Assign a cylindrical UVW Map modifier.

Create a Multi/Sub-Object material.

Make all 3 materials shiny and ssign a Gradient Map to the Diffuse color.

Use setting like these to make the illusion of ridges.

Turn on Show Map in Viewport and assign the material.

Each section of the skin needs different tiling to look right.

Apply and Normal modifier. Flip the normals to turn the skin inside out.

The veins and hearts are matte shades of red.

The veins and hearts rendered with the digestive system.

The worm's food had a Cellular map in the Diffuse channel with the following settings:

 

The final result looks like this:

 

 

Go on to Animation


6/27/00 Michele Matossian