Default:

This is a default material and uses no specularity and is good to use when you havn't started your texturing.

Zink:

Zink is a yellow/orange material that uses specularity and ray-mirroring.

Plastic:

This material uses smooth specularity, almost diffuse, to get a plastic feeling. Easy to tweek.

Leather:

Leather is a dark material with light specularity and a small bumpmap to get the right style.

Mystic Ice:

This is a material that looks like a surface shifting between ice, snow and gravel. The ice got emitter settings.

Shiny:

This material uses a radial blend to get the surface to look shiny without any real reflections. Fast rendered and easy to use.

Chrome:

The chrome material is highly reflective with ray-mirror, but not fully mirroring. Needs none or just little tweeking.

Lavastone:

This is a stonematerial with some lava-flows around it. Hard to tweek to real look, but works fine in more cartoony scenes.

Stone:

Plain stone. Low rendering time, easy to tweek and gives a pritty realistic result.

Jeans:

This is a material that dhould look like the fabric, jeans. It's the hardest to tweek, but also one of the most detailed. UV-mapped model is required.

Steel:

This steel material looks is easy to use and convincing at smaller parts without much tweeking.

Phong:

Just like the chromematerial but with this material the reflection fades away deppending on how far away the reflected object is.

Glass:

Plain glassmaterial. Reflective and transparent with a IOR of 1.5

Wood:

Plain woodmaterial. Light brown wood. Fairly hard to tweek.

Crystal:

Looks like perl. Uses both the settings from chrome and phong material.

About:

All the materials are built with only the settings avaible in Blender and doesn't need any textures. Most of the materials needs a bit of tweeking but some of them works "out of the box".

 

Download:

Downloadlink

 

Copyright Markus Kothe 2006