| More
on Texturing in 3D Studio MAX (
3ds max ) - Tutorial / Lesson |
|
In this lesson you
will learn more about
materials, and texturing
in 3D Studio MAX ( 3ds
max ). We will apply
materials to all the
objects in the room
scene we have created.
Open the file
'chap7-room-merged.max'
if it is not already
opened. (Download
the file here, if
you don't have it).
Save it under a new
name 'int-lev4-room-textured.max'
by clicking on File
> Save As.
|
|
| Texturing
the walls in 3D Studio MAX ( 3ds
max ) - Tutorial / Lesson |
When you learned materials
in the basic lessons,
you used the materials
present in the material
library directly. This
approach cannot always
meet our requirements
in a 3D Studio MAX ( 3ds
max ) scene. We may need
to create our own materials
instead of using the ones
present in the material
library in 3D Studio MAX
( 3ds max ). For texturing
the wall, we are going
to create a material ourselves.
Click on any side of
the wall in the viewport
to select the whole Room
object. Open the Material
Editor. Click
on the first material
slot, available. With
the Room
selected in the viewport
and the first slot selected
in the material editor,
click
on Assign material
to selection
button. A dialog box might
appear. Simply click OK.
Now rename the material
in the first slot from
'1-Default'
to 'Room-Material'.
|
|
We have assigned our
material 'Room material'
to the room object successfully.
Now what? We need to
assign 2-D maps to the
various channels of
the material in 3D Studio
MAX ( 3ds max ). When
you learned the basics,
I told you that the
Diffuse
channel gives the base
colour of the material.
We are going to assign
a 2-D Noise map to the
diffuse channel of our
material. Click
on the small button
to the right of the
diffuse. See the figure.
This will bring up
the material
browser in
3D Studio MAX ( 3ds
max ). Instead of choosing
'Mtl library' from the
'Browse from' category,
select 'New'.
This displays a list
of 2D maps (green coloured)
to the right. Double-click
on the map, 'Noise'.
This assigns the map
Noise
to our material's diffuse
channel in 3D Studio
MAX ( 3ds max ). Zoom
the perspective viewport,
so that you can see
the entire room through
it. With the perspective
viewport active, press
Shift-Q
on the keyboard to quickly
render the scene. It
will look like the figure
shown to the right.
|
|
|
|
The
noise texture
that we assigned
to the wall does
not look pretty.
Lets change its
colour in 3D Studio
MAX ( 3ds max
). In the material
editor,
near the bottom,
you should see
the noise
parameters.
Click on the black
& white coloured
rectangles to
the right of Color
#1 and
Color
#2 respectively
and choose the
colours similar
to that shown
in the figure. |
|
Change the
Noise
type
to Fractal.
Now above the
noise parameters
in 3D Studio
MAX ( 3ds max
), inside the
Coordinates
rollout,
change the Tiling
values of X,
Y & Z to
20.
See the figure.
Increasing
the tiling value
causes the map
to get repeated.
in 3D Studio
MAX ( 3ds max
)Render the
perspective
view, which
should look
like that in
the figure.
You should
zoom in
the perspective
view before
rendering, to
see the details
of the noise.
|
|
|
| Adding
a Bump Map in 3D Studio
MAX ( 3ds max ) - Tutorial
/ Lesson |
You might have
noticed that though
the wall has a
noise texture,
it does not have
any coarse bumps
on it. In order
to make it look
more realistic,
we shall add a
2D map to the
material's bump
channel in 3D
Studio MAX ( 3ds
max ).
You would now
be within the
Noise
parameters in
the material editor,
which is a map
that you assigned
to the diffuse
channel. In order
to access the
Bump
channel, you need
to move to the
root level of
the material.
Click on the Go
to parent
button. Now, you
would be in the
root level of
the Room material.
Near the end of
the material editor
window, you would
see the Maps
rollout. Expand
the rollout in
3D Studio MAX
( 3ds max ). Inside
it, click on the
button to the
right of the Bump
map that currently
reads 'None'.
.
|
|
|
This will bring up the
material browser. In the
Browse from
category, select 'Scene'.
This displays all the
maps that are already
assigned to various materials
in the current 3D Studio
MAX ( 3ds max ) scene.
In this scene, we have
only a noise map assigned.
Double-click
on it. A dialog box appears
asking you whether you
want an instance or a
copy. Choose instance,
and click OK.
Instance in 3D Studio
MAX ( 3ds max ), means
that the single instance
of the noise map that
we created will be used
by both the diffuse
and the bump
channels. The changes,
we make to the noise map
will reflect in both of
them.
Now go to the root of
the material by clicking
on the Go to parent
button in 3D Studio MAX
( 3ds max ). Within Maps
roolout, near the Bump,
change the value of the
Amount
from 30
to 200.
This increases the depth
of bump on the walls.
Now zoom in the perspective
view and render it. It
should look like the figure
shown.
|
|
|
Save
the scene. Lets
continue with texturing
in the next page of this tutorial. |
|