From the course: 3ds Max: Game Prop Creation
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Painting the diffuse texture: planning the layers
From the course: 3ds Max: Game Prop Creation
Painting the diffuse texture: planning the layers
I've completed the edge gradients on the doors as well as the corrugations for the sides. I am going to organize my PSD a little bit and plan out my layers for the diffuse map. First, I'll select all of the bump layers which I've named here according to what they are and I'll press Ctrl+G to group them. I'll double-click on this group and rename it to bump. I personally like to keep things grouped and layers separate within the groups, so I have maximum editing flexibility. If my art director were come back and say change the panels on that door, that would be a relatively easy change. Now we'll work on some colors. I'll make a new layer and double- click and rename this one to Base color. It's important to get a base color in so that if there is any accidental transparency or slip in the edge, that it's a color in there you want instead of just default white. I'll pull this down under the Bump and I'll make another new layer while I'm here. I'll double-click on the name on this and…
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Contents
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Overview of the texturing process1m 9s
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Creating a bump map for the corrugated sides5m 20s
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Adding more details to the bump map3m 23s
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Drawing the bump map for the door3m 33s
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Adding details to the doors2m 55s
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Painting the diffuse texture: planning the layers1m 47s
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Painting the base coat and logo2m 3s
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Adding tracking labels and other markings3m 9s
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Adding soft rust3m 57s
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Adding rust bubbles3m 46s
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Setting up a library of shipping container textures4m 2s
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Painting dirt and rust variations4m 43s
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Transferring wear from the diffuse texture to the bump map2m 43s
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Converting bump maps to normal maps4m 37s
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Testing the maps5m 54s
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