• Modeling Basics, building Part 1
  • Modeling Basics, building Part 2
  • Modeling Basics, building Part 3
  • Make your UVs
  • Render to texture
  • Make COLs
  • Make TXDs
  • IDE/IPL Definitions, LOD
  • Basic prelighting
  • Radiosity
  • 2DFX
  • Particles
  • Reflections maps
  • Realtime Reflection
  • MAP I/O Batch import/Export
  • Make paths
  • Firefox 2

    Make your UVs

    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'.

    Alright, press the key 'M' to open the Material Editor window.

    • 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 slot.
    • 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 renders.
    • 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


    When using your own textures, use PNG,TGA or BMP images formats ! Other files formats wont be importable into TXD Workshop.
    Now 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.

    To 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' to it.

    > Go into the modifiers List, and select UVW MAP

    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 building.

    > Assign 'bow_dryclean_bricks.png' material to the selection.

    > Add a UVW Map modifier again, and set those parameters:

    The result should be :












    > 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 :

    The 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.

    > Now 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 glasses.

    > Then Collaspe the stack, and watch the result :

    We will now texture the roof, with UVW Maps, in 'box' mode ! Like we did in the begining of this page.

    > Assign the trim texture to the polygons of cornice. Use those parameters to map it correctly :

    > 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.



    Render To Texture :
    How to make LODs faster.