Using Triple Shading Switch to Shade the Creature
This is the time to see how our textures go with the surfaces. As u can see, I will assign colour, bump and specular map to Blinn material. I'm going to use Switch node to enable me to specify a shading group for many objects to have different characteristic within the shaded members.
1.Open Hypershade window and locate the early created Blinn. Rename it to Skin. Double click on it to bring up it's Attribute Editor.
2.Click on the colour's map button (Figure52)

(Figure52)
and you will bring up Create Render Node window.
3.As for colour maps; the Triple Shading Switch will allow the switching of three-channel values (RGB). With this switch you can have a single shader control the general surface attribute of many objects but different texture of each object. Click on Utilities tab ->Switch Utilities->Triple Shading Switch. (Figure 53)

(Figure 53)
4. Open Outliner window, put it beside Triple Shading Switch1 Attribute Editor window, select the renamed surface, MMB drag to inshape's column. (Figure 54)

(Figure 54)
5.Click on Lt_head's inTriple column, then click on Map Item on the above will bring up Create Render Node window. Click on File under Texture's tab (figure 55)

(figure 55)
and will bring you to this window. (Figure 56)
load the texture from your textures directory and change the "File #" to" Lt_Head colour".

(Figure 56)
6.Go to your perspective window's press 6 to turn on Hardware Texturing. (Figure 57)

(Figure 57)
7.Repeat step 5 for the rest of inTriple's column. (Figure 58)

(Figure 58)
8.I will use the same way to map specular maps to the surfaces. Now, double click on the Skin (Blinn) from the Hypershade window's working space to bring up its attribute window.
9.This time, I will click on Specular Colour's map button to add in Triple Shading Switch to allow the Skin (Blinn)'s shader to control the general surface attribute of many objects but different specular map of each object. (Figure 59)
(Figure 59)
You may want to take a look at Hypershader's workspace to view the connection between them. Right click and hold on the Skin (Blinn) to bring up a pop-up menu, select Graph Shader Network to view their render connection. (Figure 60)

(Figure 60)
To see how's the specular maps placed on the model, go to the Skin's Attribute Editor, expend Hardware Texturing, select specular color. (Figure 61)

(Figure 61)