In that second tutorial, I am
going to explain the route to a textured model.
Before being able to deal with UV making, you
have to learn how to deal with textures into 3DS
Max. To do so, you'll have to master the bit complicated
Material Editor. There's a lot of information
into that small window, and you'll have to be
precise into it. Download
the texture pack made for this tutorial.
2.0 The Material Editor
Once you added your new
bitmap into the diffuse slot, click on (2)
'Display In Viewport'. |
press the key 'M' to open the Material
- 1: That's one of the 24 slots
available into the Material Editor. Each slot is
a single Material, each Material has multiple slots
going from diffuse to bump, etc. You can clone a
material by draging it to another slot.
- 2: Important button, Use it
to Assign to selected objects or polygons the current
- 3: Use to delete a material.
- 4: Use to copy your material.
- 5: Use that button to turn
your instanced Material into a unique one. The source
of the instance will not be modified anymore, only
the current one.
- 6: 'Put to library'
- 7: Defines the ID channel of
a material slot. We never use it for GTA Modding
because our exporters don't recognize that feature.
- 8: 'Show Map In Viewport' button.
Very important for beginers, when not seeing your
map into viewport, click that Icon to make sure
it is displayed into.
- 9: 'Parent'. Use to go back
into your material slot.
- 10: 'Go forward to Sibling'
- 11: That's the 'Ambient' color.
Ambient is linked to diffuse by default. You can
work with different colors for both, but in our
case it's quite useless.
- 12: The 'Diffuse' color is
the color you will see on your object when no texture
is added to it.
- 13: 'Specular' is the color
of the specular lighting your object will cast.
We use it on vehicles for GTA Modding, otherwise
it's not that useful on buildings, except for internal
- 14: Specular Intensity.
- 15: Specular Power. Use to
simulate Plastic or Metal surfaces.
- 16: That's the diffuse slot.
If you don't see it, rollout the the '+Maps' panel.
In that main slot, we put the bitmap textures that
will be shown on our objects later.
To insert your first texture
into the diffuse slot, click it, and into the
new window, select 'Bitmap' ! It'll
give you the ability to browse any image file
format you want to use as a texture
using your own textures, use PNG,TGA or BMP images
formats ! Other files formats wont be importable into
import all the textures from the texture pack
into 7 material slots. When done you should have
that result (right picture):
You're now ready to texture the building we modeled
in previous tutorial.
assign a material to a selection, you can whether
chose to click 'Assign to selection' or drag the slot
on your selection directly into the viewports.
2.1 Texturing the shop !
Select the frontage polygon like the
picture. Assign the texture 'downtshop9_lan.png'
> Go into the modifiers List, and select
The UVW Map
modifier can create UVs really quickly. But for
meshes with more details to map, it's recomended
to use an UVW UNWRAP modifier.
> Configure the modifier
like this :
The Box projection is
used in many cases, to be the easiest projection
available into UVW Map modifier.
> Now collaspe the
stack (right click > collapse), in which
we're going to select the left/right walls of our
> Assign 'bow_dryclean_bricks.png'
material to the selection.
> Add a UVW Map modifier
again, and set those parameters:
> Now we have
our dirty walls mapped at floor zero of the building!
Collapse the stack, select all the polygons
like this :
> Now Assign the bickwall texture material
to the selection ! We're going to map the
wall of all the building floors before map any window
texture or roof.
> Add an UVW Map modifier to the stack,
and fill it like the following picture :
We have 4 floors, and considering the size of the
bricks on our texture, its scale should be like
in real life. Note : always scale
your brick textures to the world the most realistic
way possible. The first thing a gamer spots
is a badly scaled brick texture, and that's ugly
> Collapse the stack again, select all
the windows polygons. We're going to select
them as a way to select more faces, that would be
annoying to select manually. When you have
selected all the windows, click on :
> The selection is now extented to the
corners. Now Assign to those polygons the
roof material from the texture called 'armyground.png'.
> Now click on :
> The selection steps back to the windows polygons.
Assign the material from the texture called 'downtwin9'
to the selection.
> Add an 'UVW UNWRAP' to your
stack and read all the explanations of the new modifier
UVW Unwrap modifier gives you the ability to map your
textures from the 3D environment to 2D, U and V. The
planar space between 0 and 1 units represent one texture's
space. If you go outside the 0-1 coordinates, the
texture will tile.
click on the 'Edit..' button into the UVW UNWRAP modifier,
a new window prompts. That's our 2D coordinate space
> By default the
modeler has already projected our polygons on the
2D space. Click on the polygon mode (8).
Then go to 'Mapping > Unfold Mapping'.
That option will unfold the selected UVs. In our case,
the UVs are already split each others, the only thing
the unfold will do now is superimpose all the UVs
so we spend less time placing them on the right place
of the texture.
Now place the Uvs on one of the four windows the texture
has. I've chosen the one that would fit best.
You can put your UVs on different windows on
the texture, so the result of your building
will be better having differences between all the windows
Then Collaspe the stack, and watch the result :
now texture the roof, with UVW Maps, in 'box'
mode ! Like we did in the begining of this
> Assign the trim texture to the
polygons of cornice. Use those parameters to map it
Now continue with UVW Map modifiers until you finish
the roof mapping :
Now that you finished texturing your small building,
you can continue with the next tutorial, in which we
will learn about Render To Texture functions.