Like? Share!
Models
Textures
3D Tutorials
Software
Books
Resources

3D Tutorial Lighting, Texturing, Rendering in 3DSMAX: Part 2 by Mathias Lindgren
Share
3
like



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

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....


Similar Tutorial

  • Seat Leon II by David Melchor
  • Lighting, Texturing, Rendering in 3DSMAX: Part 1 by Mathias Lindgren
  • All-In-One Basics Tutorial by Colin Barnette
  • A little bit of Bricolage by Miguel Madaíl de Freitas
  • Leather in Vray by Zbigniew Ratajczak
  • Creating a glade using Grass-O-Matic Plugin by SpWar
  • Procedural Shaders: Update on Lava by Allan McKay
  • Procedural Shaders: Magma/Lava Effect by Allan McKay
  • Making of: The Gates of Hell by Mario Russo
  • How to create microscopic cell scenes by Necksmasher
  • House texturing by Nikol Drincic
  • Advance Materials by Mario Malagrino
  • Creating an Asteroid by Allan McKay



  •  /  Tutorials
    © 2001 - 2015 3DXO.com | All rights reserved.
    Powered by Xyberdyn: 3dxo.com | mySouls.net