Menu
The house is of stone, not of wood, but for the most part, the mapping techniques you use should be familiar from previous lessons. Banana accounting software windows 7. This lesson introduces a couple new techniques that can be useful.
Learn how to use the UVW mapping tools in 3ds Max 2018 to map 3D models for texturing. 3ds Max 2018: Mastering UVW Mapping. Keyboard Shortcuts; Preview This Course. This course helps designers map geometry in preparation for texturing, using the powerful UVW mapping feature set in 3ds Max 2018, including the UVW Map. You should have a working knowledge of 3ds Max basic tools and UI Basic Understanding of Vray is helpful but not completely necessary Basic knowledge of 3d graphics principles like modeling, lighting, textures, rendering, etc. 3ds Max Adding Textures - This 3Ds Max tutorial is show you how to applying textures to objects by using bitmap images with easy steps, check it out!!!
![Rappa tools 3ds max Rappa tools 3ds max](/uploads/1/2/4/7/124796958/176609886.jpg)
Set up the lesson:
- Modeling, Texturing & Rigging a Realistic Shark in 3D Studio Max - Part 1. Mouth, eyes and teeth using 3D Studio Max's standard poly modeling tool-set. Later parts in the series will cover UV Mapping and Texturing, as well as creating a versatile and animation friendly rig for the Shark. Let's start by launching 3ds Max and loading our.
- Using a UVW unwrap modifier, this tutorial shows you a few Autodesk technqiues to unwrap a 3-D model and then apply your own texture to it. It also outlines a couple pitfalls animators sometimes experience, and how to avoid them in your own work. Part 1 of 3 - How to Unwrap a model and apply texture to it when using Audtodesk 3ds Max.
- Continue from the previous lesson or open army_compound03.max.
Texture the walls of the house:
- On the main toolbar, open the Named Selection Sets drop-down list, and choose the house selection set. 3ds Max selects the farm house.
- Right-click and choose Isolate Selection from the quad menu.
- Click an empty area of the viewport to clear the selection, and then click the House object to select the walls.
- In the Slate Material Editor, drag a new Standard material node to the active View, double-click it, and name the new material Masonry.
- Drag a new Bitmap node to the active View, choose masonry.fieldstone.jpg as the texture, and wire it to both the Diffuse Color and Bump components of the Masonry material node.
- Double-click the Masonry material node to see its parameters. On the Maps rollout, change the Bump amount to 90.
- Click (Assign Material To Selection), and then turn on (Show Shaded Material In Viewport).
- Apply a UVW Map modifier to the house walls. Change the map projection to Box, and set Length = Width = Height = 5.0m. House walls with a masonry texture
The walls of the house present familiar techniques.
Use a Mapscaler to texture the roof:
- Select the House-Roof object.
- In the Slate Material Editor, drag a new Standard material node to the active View, double-click it, and name the new material HouseRoof.
- Drag a new Bitmap node to the active View, choose shakes.weathered.jpg as the texture, then wire the new Bitmap to the HouseRoof material node’s Diffuse Color component.
- Click the HouseRoof material node to make it active.
- Click (Assign Material To Selection), and then turn on (Show Shaded Material In Viewport).
- Go to the Modify panel. From the Modifier List, choose MapScaler. Note: Be sure to choose “MapScaler” from the list, and not “MapScaler (WSM)”. The world-space (WSM) version of MapScaler has a similar effect, but is not quite the same.The MapScaler modifier maintains the map scale relative to the object (in this case, the roof), and by default it wraps the texture so the shingles follow the angles of the roof.Tip: Not all game engines recognize the MapScaler modifier, but if you apply MapScaler and then collapse the object to an Editable Mesh or Editable Poly, the texture mapping will be “baked in” to the model, and game engines will recognize the mapping.
The roof, on the other hand, presents a problem. With its two gables, there is no straightforward way to map the pattern using UVW Map.
With default mapping (you don’t need to go through these steps, yourself), the texture doesn’t look right. Even if you were to adjust the scale or change the projection type, the shingles wouldn’t conform to the direction of the gables.
Default texture mapping for the roof
The solution is to use a different modifier, Mapscaler, to handle the texture mapping.
Texture the windows:
3ds Max Free Full Download
- On the status bar, near the bottom of the 3ds Max window, click to turn off (Isolate Selection Toggle). The viewport shows the entire scene once again.
- Click one of the purple windows to select it. The windows are a single grouped object named Windows.
- On the status bar, near the bottom of the 3ds Max window, click to turn on (Isolate Selection Toggle). The viewport shows the entire scene once again.
- In the Slate Material Editor, drag a new Standard material node to the active View, double-click it, and name the new material HouseWindows.
- In the Shader Basic Parameters rollout, click to turn on Face Map. When Face Map is on, a texture map is applied to each face of an object individually.
- Drag a new Bitmap node to the active View, choose window.jpg as the texture, then wire the new Bitmap node to the Diffuse Color of the HouseWindows material node.
- Click the HouseWindows material node to make it active.
- Click (Assign Material To Selection), and then turn on (Show Shaded Material In Viewport).
- On the status bar, near the bottom of the 3ds Max window, click to turn off (Isolate Selection Toggle). The viewport shows the entire scene once again.
The windows use another small feature to ensure correct mapping.
Texture the front door:
- Click to select the Door object.
- In the Slate Material Editor, drag a new Standard material node to the active View, double-click it, and name the new material WoodBoards (you will use it elsewhere in the scene).
- Drag a new Bitmap node to the active view, choose wood.boards.jpg as the texture, then wire the new Bitmap to the Diffuse Color of the WoodBoards material node. Left: Texture for the wood boards that make the house doorRight: Bump map for the wood boards
- Drag a second Bitmap node to the active View, choose wood.boards.bump as the texture, and wire this Bitmap to the Bump component of the WoodBoards material node.
- Double-click the WoodBoards node so you can see its parameters, then on the Maps rollout, increase the Bump Amount to 70.
- Click (Assign Material To Selection), and then turn on (Show Shaded Material In Viewport).
- Apply a UVW Map modifier to the door. Change the map projection to Box, and set Length = Width = Height = 4.0m.
Like the walls, the front door of the house is a straightforward texture mapping.
Texturing Tools For Drywall
This completes your texturing of the house. Download lagu siti badriah terbaru.
Save your work:
Tex Tools 3ds Max
- Save the scene as my_fieldhq_farmhouse.max.
Parent topic:Introduction to Materials and Mapping