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Basic Questions about mapping materials
show user profile  9krausec
I'm reading up on Element3D because I am going to be buying it in a few days for a project. During one of VideoCopiolot's tutorials they took a mask (created with a jpg) and extruded it to form a 3d logo (with some very nice bevel).

The author then proceeded to drag one of their shading materials onto the model (a procedural material) and it turned out extremly nice with only a few simple steps (I could see no stretching or warping of this material).

Am I missing something that I should know when it comes to textures inside of 3ds? I understand what a procedural material is, but the only options that I am aware to actually map a model for a procedural material is to either Unwrap it or apply a UVW Map too it.

Unwrapping it creates seems (which I know some dinking around can be hidden or killed off) and a simple UVW Map usually creates stretching of the material on the object in certain areas (all I do is pick the proper shape for the UVW Map.. Cylinder, box, plane, etc.. and either "fit" it to the object or play with the gizmo until I get decent results).

So, are those 2 options pretty much my ownly options when mapping an object for a procedural material or is there another way that creates a map out of each plane that my object has dictated by the normal of that plane?

Thanks for any help! I just want to make sure I am not missing something pretty basic here.

- Portfolio-

read 552 times
9/5/2012 6:31:36 PM (last edit: 9/5/2012 6:31:36 PM)
show user profile  herfst1
I've started to uv map everything except characters.

The trick is in selecting the faces you want to map. Eg. If I were to unwrap a Jack Daniels beer barrel, for instance, I'd select everything but the top and bottom of the barrel and apply a cylinder map -> collapse my stack, invert my selection and apply a planar map. You can then apply a uvw unwrap and separate and rotate any parts if you feel like it.

Also, [Noob alert] apply a checker map tiled a tonne of times to your material to check you're not stretching the maps.

[edit] "Jack Daniels beer barrel" *slaps forehead*
read 542 times
9/5/2012 6:55:42 PM (last edit: 9/6/2012 7:47:22 PM)
show user profile  herfst1
I forgot about a third technique which is probably the coolest of them all: Spine unwrapping. K-Tonne put me onto this one. It works extremely well for unwrapping curved cylindrical shapes e.g. pipes, tree branches.

Here's a vid: Go to around 18 mins in for spline unwrap.

read 540 times
9/5/2012 7:05:01 PM (last edit: 9/5/2012 7:05:01 PM)
show user profile  9krausec
thanks herfst1! I have never worked with spline mapping but have heard about it. I shall watch your video.

Also, in reference to element3D, I noticed "box maping" as one of the options selected, so I guess that is how they are doing it.

Thanks again.

- Portfolio-

read 532 times
9/5/2012 7:25:28 PM (last edit: 9/5/2012 7:25:28 PM)
show user profile  npcph
that was a great video herfst1. Very easy to understand the way he did everything. His techniques makes unwrapping seem less like a chore and much easier.

read 507 times
9/6/2012 7:31:42 PM (last edit: 9/6/2012 7:31:42 PM)
show user profile  9krausec
Yes, it was a really nice video. I just got done watching it now. This video though also brings other (probably basic) texturing questions to mind.

I saw that he had his character set up as one object. This means that he will have one diffuse texture that he applies to the whole thing?

When would it be appropriate to attach all objects together (for instance, his sword was attached to the character)?

Thank you again for the resource herfst1.

- Portfolio-

read 499 times
9/6/2012 8:58:34 PM (last edit: 9/6/2012 8:58:34 PM)
show user profile  herfst1
No problem NCPCH.

@ 9Krausec,

You don't need to attach anything for all the pieces to inherit the same map. You can select all and apply a UVW unwrap, which will put all the objects in the same editor window. Pack them into the square and collapse the unwrap modifier. ***One warning though, if you have a modifier like turbosmooth on any object, make sure it's turned off as it'll get collapsed down and your model will be fucked (happened to me more times than I can count).

I'll sometimes make a seperate map for the "extras" eg. armour, weapons, clothing, jewelry and bake them all as one map. This allows more texture space for the skin and face. Also you can control the specular a lot easier if you bake one map for organics, another for hard surface - though you can organise all that in PS as well, it just takes more time.
read 493 times
9/6/2012 9:16:26 PM (last edit: 9/6/2012 9:17:00 PM)
show user profile  9krausec
thanks for the information! I am making a mech right now (it's on hold due to college and a bunch of photography work atm) and I am just planning the texturing of all the little bits and details.

- Portfolio-

read 490 times
9/6/2012 9:18:15 PM (last edit: 9/6/2012 9:18:15 PM)
show user profile  herfst1
Just remembered something else I did recently to control specular and bump on certain parts of a model - though this is quite wasteful on processing.

You can make just one map for everything and chuck it into a multi-map. Then duplicate it and tweak the bump, spec etc. Then change the material id's of certain parts to '2' and you'll have full control.
read 488 times
9/6/2012 9:28:15 PM (last edit: 9/6/2012 9:28:15 PM)
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