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3DSM-Texturing

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1. Open up 3d studio max. As in part one, create a sphere, and increase the segments to 50 to get a smoother look.

Well, the model is done. Now for the texture. We want to simulate a 5 color pattern, repeating twice, such as in part 1, but only using the features of 3dsm.

Open up material editor, choose a blank gray sphere, and open up maps. Click on the word "none" for diffuse color, and choose GRADIENT RAMP.

image 1

2. Under gradient ramp parameter, you should see 3 "clicks", one in the lft defaulted to black, on it the middle, defaulted to gray, and one on the right defaulted to white. We can ( and will ) add more click, so that we can have 5 colors, not 3.

Firt thing first, this is a GRADIENT ramp - however, we don't want our colors to be gradient, we want them to be blunt - no smooth transition from one color to the next - rather - visible borders between each click. To do this, click on the tab "interpolation" and in the dropdown, choose SOLID.

You will now see that the colors have become solid, not gradient.

Next, we need to add more clicks - there are 3 already, so lets add 2 more - one between the first and middle, and one between the middle and end. Clicking anywhere on the colors add a click there. You can then slide the clicks by dragging them. So add 2 more clicks, and slide them to be equidistant from one another ( eyeball it ). We actually need to add ONE MORE click - because the rightmost click doesnt register as a color when we use solid interpolation. Slide them around, so you should have 6 equidistant clicks now.

image 2

3. NOw we need to add the correct color. Right mouse button on any one of the clicks brings up a menu, click on "edit properties" A new window appears, that will let you change the color of the click. Change each click to the correct color you want (in my case blue, white, red, green and yellow)

Now, in the tiling window, choose 2 for the U selection ( explained in part 1 ). This repeats the pattern twice, so that there are 10 colors.

image 3

4. Apply the material to your ball, and render it. Don't forget you can adjust the specularity and glossiness of the texture to look shinier. ( explained in part 1 ). Thats it for part 2, making you own texture. Pretty simple, huh?

Final result

3DSM-Texturing Tutorial: Final Result



Author's URL: Bluesfear.com
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