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Free High Resolution Textures - Lost and Taken. Tutorial round-up: creating seamless textures | High Resolution Textures. Posted by Vincent in Uncategorized | 2 comments From all the improvement suggestions that you guys made during the last contest, having more tutorials here on highresolutiontextures.com was the most popular one. Therefore, I went through my bookmarks and came up with a small selection of Photoshop tutorials, which focus on creating seamless textures. These are particularly useful, when you want to use repeating background images on websites. Without further ado, here is the list of tutorials: tutorial 1 at photoshoptextures.com tutorial 2 at freeseamlesstextures.com tutorial 3 at biorust.com tutorial 4 at cadtutor.net tutorial 5 at brushes.obsidiandawn.com I hope you find these tutorials useful!

Apply Multiple Materials to an Object - CGRats   An easy-to-follow, beginner oriented, tutorial that will help you assign multiple, distinct materials to a single object. This can prove to be useful when dealing with large objects, that feature multiple sub-elements. During the course of this article you’ll learn to use the Material ID counter and the Multi/Sub-object material. You’ll be using this technique and the Material ID counter all throughout your 3D career so learn them well. The result you’ll get is nothing fancy in terms of imagery but it’s a perfect demonstration of this technique. 1/4 The object Fire-up 3DS Max, maximize the perspective viewport by pressing alt+w and create a simple box primitive from the Create { }/ Geometry{ } tab.

Now while still selected, right click the box and convert the object to an Editable Poly 2/4 Polygon Selection Click the Modify tab {}, click the Polygon icon { } (or hit the “4“ key) and select a single face. 3/4 Material ID’s Click the Create{ Click the Go to Parent button { 4/4 Useful Info: Tutorial #6 3ds Max Texturen/UVs.

3ds Max Unwrap UVW tutorial. Modifier Displacment. Apply Multiple Materials to an Object - CGRats   Apply Decals using a Composite Map - CGRats   This 3DS Max tutorial will walk you through applying decals on any 3D object (including curved ones). It’s a relatively quick technique that can be used whenever you want your decals to be separate textures. The Result 1/3 Decal Preparation To apply a Decal, you need to create an Opacity mask. We’re using the Ubuntu logo this time. Fire-up your image editor and open the decal image. Resize and Crop it to whatever size you need.

If you’re using Adobe Photoshop, go to the Select menu and click the Color Range entry. » Click the background color and click ok. } to duplicate it. » Ctrl+ click the new layer icon to get a perfect selection of the decal. Remember to check that there are no JPG artifacts left. You can download the completed Decals here: 2/3 The scene and material Nothing fancy here. Open up the Material Editor {“M”}{ } and select an empty slot. A composite map works like layers in Photoshop.

To create the base material, just click the Layer 1 Map slot and assign a Checkered map. How to create Chrome Material. Chrome is one of the most used materials in the Design field. This material needs only a few settings to be rendered in an optimal way. You can see many samples of chrome in the design gallery of the Florence Design Academy www.florencedesignacademy.com Let's begin: 1.) You need a dark gray diffuse color (for a perfect mirror it should be black, but often a dark grey color has a better effect on chrome). 2.)

Now go to add glossiness and specular level (there are no fixed values, the correct effect is strongly depending by the light that you create. 3.) Very often you need to have a environment which reflects on your object to achieve a good rendering. We will use a FAKE reflection. After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new settings. After this step you will see that the material editor is showing you the settings of the Bitmap panel. Vintage herringbone parquet tutorial and free (!) maps. A few people got back to me following my recent Tolix chair post to enquire about the parquet. Normally, I would use the Floor Generator plugin from cg-source to create all sorts of parquets. But this won’t do for the herringbone type.

Below is a step-by-step tutorial about how I created a slightly simplified version of the parquet you can see in the Tolix images (the actual parquet was slightly more complex but ended up being needlessly high-poly, making it impractical for most scenes). The images below should be self-explanatory, but do not hesitate to ask if anything isn’t clear. You can go through the tutorial using your own timber plank maps or those from cg-source. For a true vintage look, you can purchase the plank textures I’m using here. Now the GOOD NEWS is that I’m also offering completely free versions of these parquet maps at 2K resolution (down from the 5k and 4k commercial ones). 3d Max Tutorial Sideboard. 3DS Max-Tutorial 07-Architectural detail using Unwrap UVW. 3D MAX 강좌 기초9강_언랩 기본, Unwrap UVW.

3ds Max Design 2009: ProMaterials Part 3: Custom Maps/UVW Mapping. Learn 3ds Max Vol 4 : Textures and UVW Mapping. 3ds Advanced Modifiers for Making Furniture and Doing Arch Viz. Furniture uvw unwrap.mp4. More Vray Materials.mp4. Beginner Tutorial - Making Tileable Textures.mp4. Vray Displacement Modifier Tutorial - How To Make Architectural Moldings. Uvw unwrapping part 2 unwrap uvw. 3ds Max Unwrap UVW. 3ds Max Unwrap UVW tutorial for beginners | part 3 | How to create wooden crate. UVW Unwrap - 3DS Max 2013 Tutorial - Level: Intermediate. Tip of the Week. V-ray materials - SSS2 and translucency. Displacement Map 101 - discreet 3ds max Tutorial - 3Dsmax Vray - Sneaky Mapping and Texturing Tips. Tip of the Week. V-ray materials - V-ray light materials and general tips. Tip of the Week. V-ray materials - V-ray blend material.

3ds Max – Materials, Procedural Textures and Texture Maps Tutorial. Displacement Mapping Tutorial | Marmoset. By Joe “EarthQuake” Wilson So what is displacement mapping? Displacement mapping allows you to physically displace (push out and pull in) the geometry of your low poly model to give you a greater sense of depth and detail than traditional bump, normal, or parallax mapping techniques. Adding a displacement map to your asset is a great way to unlock an extra level of detail that isn’t feasible with traditional modeling techniques.

Download the rock asset to follow along and view in full 3d glory inside of Toolbag, here: Download Rock Asset Unzip the file into your Toolbag directory: X:\Program Files(x86)\MarmosetToolbag To use the DirextX 11 displacement mapping feature you will need a DirectX 11 (or greater) capable video card (GPU) as well as Windows Vista/7 or newer operating system. Terms Tessellation Tessellation in Marmoset Toolbag is a real-time technique to subdivide your model (increase the geometry count by splitting the polygons up into smaller polygons). Displacement Scale Baking Seams. Creating realistic Wood Material ( part1/3) In this tutorial CG Artist from Brasil: Ramon Zancanaro will show us how to create a realistic wood material which can be use for several objects on scene such floors and furniture.

Creating Wood We will basically follow tree steps in this tutorial: Many Artists, Interior Designers and Architects have the difficult to get high quality wood textures with the accurate colour for their 3D applications. Most of the time the textures need several adjusts to obtain the desire result and in some cases those changes simply destroy the colour definition. In many cases, the 3D Artist end up creating plenty of similar wood textures with different variations from the original one, making his work a bit more confuse that should be. Ads 1 - Texture Correction (Tiling and Saturation) To make the texture distribution easy into the 3D objects (mapping), our first step is to correct the tiling of the texture. Figure B-02. VRay Displacement. 3dsMax Video Tutorial: mental ray Displacement Quality. 3D Studio Max 2011 - Basic material editor interface overview.

Cyrenn. Creating a realistic wood material with V-Ray. Introduction We are going to look at some real world photos of antique wood, analyze the main features and use some advanced material creation techniques to re-create that look with V-Ray. Instead of unwrapping all the objects and painting custom maps for them, we are going to use a procedural approach. This method is quicker and the resulting material can be re-used in other projects. The result is also very flexible – since I’ll be using a layered approach, I can turn off or modify features like worn edges or dust. This tutorial is not meant to just show you how to create wood, it’s also meant to show you how you can achieve complex results using some simple V-Ray and 3DS Max maps. Subjects covered: V-Ray material creation techniques, using vrayblendmtl for complex layered materials, using vraydirt and falloff maps as procedural masks.

The Tutorial Part 1 – Wood Part 2 – Lacquer Part 3 – Worn edges Part 4 – Dust Austris Cingulis is a self-taught 3D artist based in Latvia. UV Unwrapping - Part 1 - Introduction. Opis jak robic material 1 video git. VRayDirt. Tweaking VRay Material Texture. UV Unwrapping in 3dsmax. Brief Consideration About Materials by Pedro Toledo. Look at the following example (Fig.19). This is the diffuse texture. Fig. 19 And here is the specular map (Fig.20). Fig. 20 Notice that the ones on the left are respecting the true nature of the materials, with the wood (dielectric) using the inverse color of the diffuse, and the metal (conductor) with same colors of the diffuse. The ones on the right are not good, they are just wrong. Now, if you put them on layers like in Fig.21, with the diffuse on top of all the layers of the specular file, and set to Linear Dodge, then the result you get is this (Fig.22).

Fig. 21 [imgm:22] This result will never look very good because it's like having the specular reflection on top of everything, as if there were several different light sources illuminating the surface from all possible angles. Now, let's make this a little more interesting. Fig. 23 To do that is actually quite simple. Now, you just need to drag the spots around to see how the specular reflection works for this material (see Fig.23). Materialism (1) As promised, I wanted to follow up on my Eames series with a few pointers about the materials created for the chairs. This is the first in a series of mini how-to tuts about materials. The Eames chairs are a good place to start. They all use materials that are meant to show some age, a certain vintage quality and patina, yet are as simple as materials can get. They are a good way to demonstrate how materials can be made to look realistic without necessarily using complex, multi-layered setups that would take a long time to render.

I will explore more complex materials later on (indeed, I’m planning a post just about multi-layered mats), but, for the sake of economy, I only use them in my work to achieve effects that cannot be obtained with single-layer mats. For this series, I have cobbled together a material test scene. A few points before looking at the specific mats. 1. 2. 3. 4.

Eames plastic red I could have used a plain colour here, or a VrayColor if I needed float values. Fibreglass. How to create normal map in 3ds max ! V-Ray 2.0 for 3ds Max - V-Ray Multi Sub Tex. Model and Texture a Stylish Modern Chair with 3ds Max and Mental Ray. How to create realistic materials. Thanks go out to Paul Hatton for this 3ds Max and V-Ray tutorial. You can see more of his work at www.cadesignservices.co.uk 01 Begin with a Diffuse map In the 3ds Max Material Editor, create your V-Ray material. Note that we’re using the node-based Slate Editor, quite simply because it’s the best. Drag from the diffuse slot and let go. 02 Add reflection The wood we want to create is reflective so we need to keep that in mind as we go. 03 Apply reflection gloss Now our reflection has a blur effect. 04 Place a Bump map The next map we are going to look at is the Bump map. 05 Use ambient occlusion The final detail to put in is the ambient occlusion. 06 Options for map creation You will notice that I have kept pretty much everything contained within the Material Editor of 3ds Max.

Tip of the Week. Create scratched edges in 3ds max. Material Tips and Tricks Part 1. Material Tips and Tricks Part 1 by Montree T. (easyyong@hotmail.com) - Smoke3dStudio This 3 part tutorial will explain how to add more details to material easily while saving time, especially by adding another layer of 2D and 3D maps which are available in the program. The first thing before we start: If you don't know how to create good detail on your material, just use the same bitmap on Diffuse, Specular map, Specular color map etc. 1.Adding details on Diffuse 1.1. Vertex color map Vertex color maps help to add a layer of color overlaying the base map. A simple bitmap for the diffuse map on a wood material. Copy the wood material to another slot, adding mix map on the diffuse map. Select Polygons and assign the new material to them.

Go to vertex subobject, select vertices and change the default color of the vertex (that is white) to be dark brown. The revised rendering which the cupboad looks more 3 dimensional. 1.2. 1.3. This technique is suitable for curve/wavy object. 1.4. Material Tips and Tricks Part 2. Material Tips and Tricks Part 2 by Montree T. (easyyong@hotmail.com) - Smoke3dStudio 2. Self illumination map Just imagine how the lampshade's illumination looks like first.

A self illumination map can be easily done with many layers of gradient ramp. 1. Black and white cross hatch bitmap put on mix map and change the color for the lampshade's diffuse color. 2. 2.2. We can create this map by using two layers of gradient ramp and putting in self-illumination maps. 2.3 Fake translucency using falloff map on self illumination map From Max help file: "Translucent shading is similar to Blinn shading, but it also lets you specify translucency. Translucent shader There is an unwanted shadow appearing on the sphere which is the translucent shader or translucent color in the raytrace material. Fake Translucent, using falloff map (shadow and light) on self-illumination map in Blinn shader. Vertex color illumination color overlay on base map. Material Masking. Material Masking Ted Boardman tedb@tbmax.com Who was that masked material? Masking is the process of hiding and revealing portions of a pattern using the luminance values of another pattern or map.

The concept is simple, as is the fundamental application, but by using masking upon masking you are able to generate very complex materials that are convincing to the viewer. This column will introduce you to the process of masking at both the map and the material level in 3ds max or Autodesk VIZ, both programs share the same capabilities.

Grayscale images generally function best as masks. As with all topics in max or VIZ it is best to start simply to get a feel for the functionality and controls, then work into more complex applications. Two examples of masking at map level would be the Mask map that allows one map and one mask that allows the underlying Diffuse Color to show through and the Mix map that allows two maps with an optional mask. Figure 6 Ted. Tutorial : Vray dirt. Creating realistic Wood Material ( part2/3) If you did not see the part 1, take a look here 2 - Composing the diffuse colour map This sample was made into 3Ds Max 2011 utilizing the material Slate editor because is much easier to control, but can be executed in previous versions of 3Ds Max that don't have this tool.

To begin the composition open the material editor clicking on Rendering>Material Editor>Slate Material Editor. For this exercise we will use VRayMtl. Figure B-10. Now we need to choose the colours that will replace the black and white on the bitmap placed onto channel Mix Amount. Figure B-11. For this sample we will use the value Color #1 R 45 - G 33 - B 22; Color #2 R 88 - G 57 - B 45 Applying Glossy and brightness variation The wood veins normally react in different ways when varnish is applied, resulting with a non-uniform varnish brightness.

Figure B-12. Bellow examples of maps with different tones for Color #1 and Color #2 and the results on material. Figure B-13. Wood Floor Figure B-63. Creating Floor Figure B-64. Creating realistic Wood Material ( part1/3) An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier. An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier, Part 2.

Face UVWmap. Mapping. Interior Project: Parquet Floor.