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Texturing brain fart!
show user profile  Garry
I'm at a stage now in my project where I can start texturing. However, I'm a bit stumped about how to approach certain aspects of it. Mainly, I have a warehouse which is 100metres x 50 metres and I want to texture the walls and floors.

I was intending on using tiled textures for the walls and floor but to stop it from looking tiled, I wanted to add things like dirt marks, oil spills, grunge etc. I know I should use the tiling feature in the mat editor for the basic material, but how would I go about adding the extra details? Should I just create one massive bitmap for each wall and the floor?

I want the textures to be high res because I'll be making the final movie HD.

Thanks for any advice.

read 678 times
4/10/2008 11:59:07 AM (last edit: 4/10/2008 11:59:07 AM)
show user profile  K'tonne
just use a dirt texture on a plane then alpha it so the edges aren't so obvious is probably the easiest way to do it

Click for webpage/CV

read 664 times
4/10/2008 12:09:27 PM (last edit: 4/10/2008 12:09:27 PM)
show user profile  LordPanzer
Isn't there a grotorial on decals?

Insanity is just a state of mind

read 655 times
4/10/2008 12:14:34 PM (last edit: 4/10/2008 12:14:34 PM)
show user profile  Garry
K'tonne - that's something I never thought about. I'll have a play around with that technique

I'm familiar with the decal technique, but I thought that's really only used for smaller objects iirc. Saying as I want to texture something which is 100m x 50m I thought this wouldn't be practical. But I'll still give it a try, thanks.

I guess I was looking for a more productive workflow rather than spending hours creating the textures myself in photoshop when I need not bother. But if there's no alternative, then fair enough :)

read 640 times
4/10/2008 12:42:19 PM (last edit: 4/10/2008 12:42:19 PM)
show user profile  Dejitarujin
This is actually quite possible using things like mix maps an opacity maps, and just changing their U and V position. I've used that to plaster warning labels on a boxy structure, without ever having to UV map it or go into PShop.

However, it should be noted, making a giant texture in PShop may actually be easier and faster in your case. I did things my way because I just don't like texturing at all.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 615 times
4/10/2008 2:51:51 PM (last edit: 4/10/2008 2:51:51 PM)
show user profile  K'tonne
forgot to mention if you're using planes you might want to right click the plane> properties and uncheck 'cast shadows'- might cause some issues in renders- might not- just so you know like

Click for webpage/CV

read 590 times
4/10/2008 5:09:44 PM (last edit: 4/10/2008 5:09:44 PM)
show user profile  mak
Dejitarujin is right, mix maps will do exactly what you want, use your dirt map as a sub map and instance it into the mix amount, then use your tiled texture in teh other submap and tile it to your hearts content
read 576 times
4/10/2008 6:02:21 PM (last edit: 4/10/2008 6:02:21 PM)
show user profile  Garry
Nice one, I'll give it a try.

Thanks guys.

read 507 times
4/11/2008 12:35:47 PM (last edit: 4/11/2008 12:35:47 PM)
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