O.k. I'm back and now i need to know how to make a metallic material in Blender Internal. The last question was for cycles and that fixed my problem, but Blender Internal doesn't have a Glossy BSDF. How do I get a glossy/metallic material in BI?
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$\begingroup$ This question appears to be off-topic because it is a tutorial request. A quick search on YouTube would bring up a multitude of tutorials. $\endgroup$ – CharlesL Jun 28 '13 at 0:48
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1$\begingroup$ What do you mean OFF TOPIC? $\endgroup$ – Owen Patterson Jun 28 '13 at 2:07
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$\begingroup$ Blender Internal does have glossy reflections: www.blender.org/development/release-logs/blender-246/glossy-reflectionrefraction $\endgroup$ – satishgoda Jun 28 '13 at 4:01
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$\begingroup$ @OwenPatterson, please read: meta.blender.stackexchange.com/questions/1/… $\endgroup$ – CharlesL Jun 28 '13 at 12:45
I'd like to add some information about the settings on top of micgdev's answer:
Reflectivity: There you define how strong the reflection is. 1 is fully reflective, 0 means no reflection at all. A fully reflective surface is non-existant, even a mirror is around 0.9..
Fresnel: Do you know the effect when you're looking at car windows from different angles? One time (when you face them) it's almost transparent, the other time it's almost a mirror (looking at them from the side). This effect is the fresnel effect and you enable it with this slider.
Glossy: With a glossy "amount" value below 1 you're setting the glossiness. 1 means very glossy, all below 1 means that the reflection will be blurred out.
Anisotropic: With this slider you can alter the reflection kind. If you're turning it up, the reflection will behave more and more like under a pot (become more and more circular).
I think that should set you up for the first steps...but read the documentation and experiment - there is so much to test and find out :)
Enable Mirror, it's in your material settings. See the Blender wiki article on materials for more. Specifically the section on mirrors will be of interest, there you will find a run-down of what each parameter does.
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$\begingroup$ @micgdev I added a screenshot and a link to the wiki, we try to make Blender SE a thick web of information. $\endgroup$ – zeffii Jun 28 '13 at 6:37