From the course: 3ds Max: Tips, Tricks and Techniques

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Mapping Arnold Toon base color

Mapping Arnold Toon base color - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Mapping Arnold Toon base color

- [Instructor] In last week's movie, we saw how to use Arnold Toon to provide contours around objects. Let's take a look at that. I've got it set up with ActiveShade already. I've applied Arnold Toon maps onto most of the objects visible in this shot, except for the character's eyes. And now, we're going to add fill colors to the skin and the other materials visible here. Let's go ahead and open up the Material Editor. And you'll see I've already set this up with map-to-material nodes converting the Arnold Toon Shader to materials. And let's now add a base color map to the Skin Toon Map, so double-click on that and scroll down in the Parameter Editor. You're looking for the roll-out labeled Base. That's the base color. So we can supply a base color in the usual way here. For example, we could plug a texture into this base color. But that would not give us any lighting effects. It would simply look like an ordinary 3D graphic shading that's intended to be photorealistic. But if we want…

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