Right, now we are in the texture editor, lets apply the bitmaps. In the Color channel, select texture map and load the texture. Do the
same for the Alpha and Bump channels, loading the appropriate texture as mentioned in the previous section each time.

For the Bump channel, I have reduced the brightness to 20 (lower right panel) as the effect can be a bit OTT, but your
project may need different settings depending on the scale of your object.

The texture editor preview should now look something like this:

Naturally you may find you need to tile the textures to get the effect you need, and in a real project you would create custom bumpmapping textures and maybe decal overlays, but for the purposes of this tutorial, this is fine. If you wish to edit the shininess and brightness parameters (or any of the others for that matter), feel free - I'll leave them at the defaults for now.
Make a note of the name of the shader - it's shown after the word 'Preview:' in the title bar of the preview window. In this case it's the default of 'Shader'.
Now, we will go back to the arrange editor, and select Sphere 2. Take a look at the General tab, to the right.
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Use the drop down on the first tab to select the same shader for the inner Sphere. As I mentioned above, in my case it still had the default name of 'Shader'. |
Now hit the 'Edit' button to enter the texture editor again. When the program asks you if you want to edit the master or create a new master, choose to create a new master. This will create a new identical shader that we can edit without altering the shader of the first sphere. |
Part 3 - setting the shader for the inner sphere, and rendering...