3d Max Materials

June 17 2009one Commented

Categorized Under: 3d max materials

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3ds Max is Map Chanels

What are map channels?. Map channels in 3ds max are simply a means of having two or more completely different sets of uvw coordinates on one model. For example you could use the uvw map modifier to create some simple planar (or box, cylinder, shrink wrap, etc. ) mapping on map channel 1 for use with a tileable/repeating texture, and the unwrap uvw modifier to flatten and lay out your uv’s manually on map”channel 2 for use with (or to create) a skin or lightmap. Note that in order to actually see a particular texture use uv mapping on a different map channel in max, you will need to go into the material editor and change it’s map channel to match the channel the uv mapping is on that you want it to use. This is for display purposes in 3ds max only, and has no effect that i know of when exporting your model to ued. When you apply your textures to the material slots in the static mesh browser after importing your model, they will always use what ever uv mapping was on map channel 1.

3ds max is available for individual (student/teacher/faculty and anymore) only. It is not available for sale to schools or for classroom use. If purchasing this product. Autodesk® order form/purchase agreement. And fax it to academic & collegiate along with verification of current enrollment in a degree-granting, accredited academic institution.

3ds max is used in the content?. However, since the primary nature of the course is to stick to many of the fundamental aspects of the program, you will likely be able to follow along with virtually any version of 3ds max. Will these dvds play on a standalone dvd player?. No, the content will not play on a regular dvd player, it is intended for use in a pc that has a dvd-rom drive. You may view the video files with the xvid codec.

3ds max is the one to go with. If you just want to make logos fly around, there are cheaper and easier solutions. 3ds max is relatively new to me and i’m very much used to the way maya does a lot of things. To get an animated texture to work in maya, you simply make a material and assign an image sequence or movie to it. Max also does this but there is a snag. When importing an animated texture in either package, the default is to sync the texture’s animation with the scene’s time slider. For the particular project i’m working on, i need to to have the frames of theĆ¢ texture controlled by a control in the rig so the animator can play with it (the texture in this case being the pupil of a cartoon eye). Max’s bitmap has no way of reconnecting the active frame of the texture. Running out of time, i came up with a ghetto solution that still does the trick. Instead of importing an. Ifl sequence, i instead used a multi-material which is basically a material containing multiple materials. In my case, each sub-material is instead a single frame of the texture animation.

One Response to “3d Max Materials”

  1. [...] other objects used to animate characters. Once the objects are grouped (assembled), you can perform various functions on the group as a whole, such as saving and loading animation for the entire bone/mesh [...]

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