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Making a Blood Cell scene

By Mikhail Gladtchenko
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Date Added: 9th December 2009
Software used:
3ds Max

Texturing the Blood Cell

Here we go, this is the first part of texturing our blood cell scene, here we will create textures for blood cells and in second part we will work on textures for the environment. If something is not clear enough click on the corresponding picture to see more detailed picture.

928_tid_09.jpg
Step 9. Open Material Editor by pressing M. Choose first slot in Material
Editor and rename it to Blood Cells. Now click on Standard, and new window
will open (Material/Map Browser) from the following list of maps select Raytrace.

Step 10. Now copy exactly the same setting as I have for Blood Cells map.

928_tid_010.jpg

928_tid_011.jpg
Step 11. Scroll down to Map roll out, and upload exaclty the same maps that
I have. Don't change any settings yet.

Step 12. Go to Diffuse Map # 0 (Falloff), and copy these settings

928_tid_12.jpg
Step 13. Go to Diffusion Map # 1 (Noise), and copy exactly the same settings as I have.

928_tid_013.jpg

Step 14. Go to Flourescence Map # 2 (Falloff), and copy these settings.

928_tid_14.jpg
928_tid_015.jpg

Step 15. Now the last thing is left is Bump Map # 3 (Dent), copy all these
settings.

928_tid_015b.jpg
If everything was done correctly you should have something like this, as a texture for blood cells. NOTE: if your texture is little darker it's important that you'll adjust it.

928_tid_015n022.jpg

This is the second part of texturing blood cell composition, here we'll create texture for environment. If something is not clear enough, click on the corresponding picture and it will show more detailed picture.

928_tid_016.jpg
Step 16. Open Material Editor by pressing M. Choose second slot in Material Editor and rename it into bc_env. Now click on Standard, new window will open (Material/Map Browser), from the following list of maps select Raytrace.

Step 17. Now copy exactly the same settings as I have for bc_env map.

928_tid_017.jpg
 




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(ID: 143246, pid: 0) Jp on Fri, 24 August 2012 8:18am
thanks ...
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