Texturing the Floor in 3D Studio MAX ( 3ds max ) - Tutorial / Lesson |
| 3DS MAX Trial version users please note: |
3DS Max Trial version doesn't come with all the materials that we use in this chapter. Hence we are providing a small work-around so that you can still continue with the tutorial without much difficulty. Here goes what you need to do.
When ever you see a new material's name in the tutorial, which you can't find in your material library, select a new unused spherical slot in the material editor. Then open the Maps roll out, within the material editor. Now when you come across a new material like Reflection_Chromic, you will also see extra information like (Chromic.jpg > Reflection map:100 | Anisotropic, Specular: 90, Glossiness: 40, Anisotropy: 50).
First download the image file by clicking on the link and save it somewhere within your scene file's folder. Now within the maps rollout, click on the button marked 'None' next to the map specified (in our example Reflection map). It will open up a browser. Choose New as Browse From and double click on Bitmap from the items on the right side. From the file chooser that appears, select the downloaded image file. Enter the value specified (in our example 100 ) beside the map's Amount parameter. There may be multiple images with their map and amount value mentioned and will be seperated by commas. After the maps, there will be a pipe symbol '|'. What ever follows will be the material's general parameters. First one will tell which type of material it is (blinn, anisotropic etc). Make the changes in the corresponding fields in the material editor. I think that needs no explanation.
You can use the newly created material for the scene. Please note that I may not have suggested all the parameters of the material and hence the material that you create might appear slightly different from that given in the illustrations. It won't make much difference and so please dont worry. |
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Click on the Floor object in any of the viewports in 3D Studio MAX ( 3ds max ). In the material editor, click on the second slot and click Get material button. In the material browser that appears, select Browse from category as Mtl library and double-click on the material Stones_Balmoral (For 3ds max trial version users: Balmoral.jpg > Diffuse color map:100, Balmoral.jpg > Bump map: 10 | Blinn, Specular: 0, Glossiness: 0). The new material gets assigned to the second slot. Zoom in the perspective view, so that you can see the inside of the room, and the floor clearly. With the floor selected in the scene and the second slot selected in the material editor, click Assign material to selection button in 3D Studio MAX ( 3ds max ).
Within the material editor, Click on the small button to the right of the Diffuse (It now reads 'M', specifying that a map is assigned to the Diffuse channel). Since a map is already assigned to diffuse, instead of opening the material browser, we are taken directly to the map's properties in 3D Studio MAX ( 3ds max ). Within the map's coordinates roll out, change all the Tiling values to 4. Click on Go to parent button to move back to the root of the material. |
Within the basic parameters of the material in 3D Studio MAX ( 3ds max ), change the Specular level to 90 and Glossiness to 70. In the slot of the material in the material editor, you can see that increasing the specular and gloss in 3D Studio MAX ( 3ds max ) gives highlight to the material. It will not be visible in the render unless you add & align a few lights properly. The render of the perspective view should now look like that in the figure
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