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Lighting, Texturing, Rendering in 3DSMAX: Part 2 by Mathias Lindgren

Publisher 3D LuVr
Beschreibung
Welcome to the second and final part of this tutorial covering texturing and lighting in 3d studio MAX R4. This final part will concentrate on texturing methods, utilizing MAX’s procedural textures.
To follow this tutorial it’s important to understand what procedural maps are. Procedural maps are texture maps that are mathematicly calculated in MAX, in 3d space. Basicly, what this means is that you get a texture that don’t need mapping coordinates in order to be correctly applied to the model, ie. no stretching. Another advantage for many 3d maps, is that you have spinner control over the size and complexity of them.
Procedural mapping is perfect for texturing landscapes and large scenes. No worries about tiling bitmaps...However, procedural maps are not for all scenes, naturally... it’s abit more cpu demanding than 2d maps, and... well, you have no real control over them....
17 Dec 2006 - 10:14 | BAL 2
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