| More on Texturing in 3D Studio MAX ( 3ds max ) - Tutorial / Lesson |
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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.
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| 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'.
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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.
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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.
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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.
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| 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'. .
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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.
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Save the scene. Lets continue with texturing in the next page of this tutorial.
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