From the course: 3ds Max: Stylized Environment for Animation
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Creating base texture in DDO - 3ds Max Tutorial
From the course: 3ds Max: Stylized Environment for Animation
Creating base texture in DDO
- The texture that we created in the previous video can be used in many ways, but one of the most efficient and effective ways is to use that in the pre-rendered elements, and particularly in mobile games we do not use high-resolution, pre-rendered assets. Now as an example I would like to show you this asset that I created for a game a few years ago. Now this roof texture, the wood texture, was created exactly the same way I created textures in the previous video. Similarly, this texture was created the same way as well. Now for my structure texture I see that the primary detail, which are these large cracks and wreckage breakage onto the wood surface, I can use this and it will be effective when I take the ambient occlusion, but I also want to have secondary bump and that would be that wood grain bumping outward or inward within the wood. One way would be taking this model into ZBrush and sculpting that wood grain detail, and then taking the normal and the specular map out of ZBrush…
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Contents
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Methods for creating stylized textures7m 24s
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(Locked)
Using vector shapes to add details6m 44s
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(Locked)
Creating base texture in DDO5m 38s
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(Locked)
Adding details to the base texture in DDO8m 5s
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(Locked)
Creating materials in 3ds Max4m 47s
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(Locked)
Color correcting materials9m 8s
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(Locked)
Preparing flowers and grass for export4m 50s
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(Locked)
Importing grass and flowers to the scene4m 19s
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(Locked)
Setting up the camera and grass5m 3s
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(Locked)
Modifying the structure shape6m 25s
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(Locked)
Adding lights to the scene4m 31s
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(Locked)
Setting up V-Ray renderer7m 21s
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(Locked)
Fixing issues with renders and lights7m 42s
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(Locked)
Compositing render passes in Photoshop8m 25s
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(Locked)
Adding more elements to the final composition10m 12s
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