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3D Studio Max- Texturing Method 1
This tutorial is broken up into 3 parts, to show
3 different methods of texturing a beach ball,
all of which will acheive the same result. Hopefully,
in these tutorials, you will learn some of the
major concepts of texturing to use on future projects.
| 1) |
Before you open up 3dsm, open up a paint
program, such a photoshop, and create an
image of any color choices and amounts that
you wish. For my image, I chose red, white,
blue, yellow and green. Only 5 colors -
but then these colors will be tiled in 3dsm.
I do not wish to give a tutorial on how
to make the image in photoshop, for it is
simple to do, and I assume most users of
3dsm already have a knowldege of photoshop.
Below is the texture I made in photoshop
that I will be using in 3DSM. If you want
to save time, save this image and use it
for yourself.
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Click
to enlarge
| 2) |
Open up 3DSM. Create a sphere. adjust size
as neccessary for the scene you will use
the ball in. Click on the modify tab. For
segments - you can acheive a "smoother"
ball by increasing the number from 32 (
default ) to 50 or higher. [warning - when
making large scenes - it is not always advisable
to increase segments - for it slows down
the program and render times - but since
this is one single ball, its ok to do]
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| 3) |
Open up material editor. Highlight a new
gray sphere, and open up MAPS. click on
the word "none" for diffuse color.
Choose BITMAP at the top of the list, and
search your harddrive for the image you
made in photoshop ( or my image from above
)
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Click
to enlarge
| 4) |
You will now see the beach ball texture
applied onto the gray sphere. Make sure
to apply it to youre ball in the scene by
either clicking the apply button or dragging
it onto the ball.
Give it a quick render. Looks good huh?
But, you don't just want 5 stripes do you?
Lets double the amount, to 10 stripes. We
can do this by tiling the texture twice
in the U direction
( i.e. x-axis)
While still in the diffuse color map, see
where it say tiling? make the U tiling 2
instead of 1. V tiling would increase the
tiling in the y direction, but since this
pattern is solid thoughout in the y direction,
adjusting the V number wouldn't change anything.
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| 5) |
Last but not least, a beach ball would
require some shine to it. So we need to
go back to the parent material
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then adjust the specular level and glossiness.
I chose 55 specular, and 20 glossiness.

6) That's it! your final render should look like
this

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