From the course: 3ds Max: Stylized Environment for Animation
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Creating materials in 3ds Max - 3ds Max Tutorial
From the course: 3ds Max: Stylized Environment for Animation
Creating materials in 3ds Max
- Now that we have created the texture, it is time that we moved ahead and start using them. But before that, I want to mention one small thing over here. When you're crating a new project in dDo here in the Export Target, your target might be set to something different such as in my case, it is set to V-Ray (sRGB) so at the time when I'm exporting my maps and I set my target to V-Ray (sRGB), I am going to get Albedo, Specular, Gloss, Normal and a Bump map. In your case, if it's different, say for example if I chose Toolbag 2, you're going to get Albedo, Specular, Gloss and Normal. Now the two important maps I'm going to need or use is Albedo and Normal and maybe I will use a Gloss. The other we can just skip them. Let me quickly show you the maps that I just created. Here are all the maps that I generated. I have a Bump, Diffuse, Normal, Reflectance and Glossiness map. Like I said, I will mostly be using my Diffuse and the Normal map so I'm going to discard my Bump and Reflectance…
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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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