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Joan of Arc: Bases

By Michel Roger
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Date Added: 17th December 2009
Software used:
3ds Max
This is a presentation of mapping in max, Material ID and the materials Sub-Multi Object.

How to assign several textures to an object, how to place the mapping coordinates, how to apply them, improve them and finally how to Unwrap the texture for use in a 2d paint package.

1012_tid_image01.gif1012_tid_image02.gif

To illustrate all this, we will use a simple cube with three divisions and some extruded faces as you can see opposite.

1012_tid_image03.gif
1012_tid_image08.gif 1012_tid_image04.gif
By default during its creation, an object does not have a true material, it just has a color chosen by chance.

To apply a particular material we use the Material Editor.

Material Editor is a relatively powerful editor.

In top of the unused material slots (in gray) on which we come to apply and visualize materials.

1012_tid_image05.gif
To apply just select a slot and change the color Ambient, Diffuse etc. Make the same changes for the others slots opposite, just use different colors.

To apply a material to the object, just select a Material as shown. Now Select your object then click on the Assign Material to Selection icon.

1012_tid_image09.gif
Note that the framework of the slot changes and 4 white bevels appear indicating that this material is currently assigned with an object in the scene. We can also Drag and Drop a material directly onto an object in the viewport to assign it.

1012_tid_image06.jpeg 1012_tid_image07.gif
Select your red material and assign it to the object, note that bevels of blue material disappear because it is no longer assigned in the scene anymore.

How to apply several materials to the same object?
For that we need to use sub-object mode. We work in Poly Edit or Mesh Edit mode using polygons or elements.

Select the faces you want, choose another material and assign it.

This time the material applies only to the selection.
Repeat this operation until you have assigned all 5 materials.

1012_tid_image13.gif1012_tid_image14.gif

1012_tid_image12.gif1012_tid_image15.gif


The object with 5 materials applied. Note that all 5 slots have their corners beveled.
Deselect all the faces of the object then go back into object mode.

1012_tid_image16.gif 1012_tid_image11.gif
In Material Editor, select a free slot, click on the Get Material Icon, Select from Scene.
This makes it possible to recover the Material applied to an object.

Here we find ourselves with not a material of the Standard type as by default but one of the Multi/Sub-Object type.

With this type of material we make it possible to apply several textures to an object.

So you see we can create it as we did, by assigning Standard materials with a selection of faces.

Or we can create a Multi/Sub-Material, from scratch (setting a number) and then applying each Sub-Material as we did with our sample material.

1012_tid_image10.gif
Note that if we change a material in a slot, the Multi/Sub-Object material is also updated because they are dependent on each other (an Instance).

Before going further, let us clean the slots of Material Editor.
For that we right click on a slot and in the menu which appears select 5x3 Samples.
We now have more smaller slots.

1012_tid_image20.gif
1012_tid_image22b.gif 1012_tid_image23.gif 1012_tid_image19.gif
Select the Original color slots and click on the Reset Map icon. A Dialogue Box appears, select Affect Only in Editor Slot because we do not wish to erase material already assigned with the object.

This procedure makes it possible to release the slots for later use, and because we cannot see all 24 Material Editor Slots on screen at once we may from time to time wish to clear these slots.

(3DSmax is not limited to 24 materials fortunately)

Erase all the slots and find the material of the object, use the Get Material Icon, Select from Scene as we did previously.

1012_tid_image30.gif
Name this material in the field designed for this purpose.



 
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