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OK!
Well.... I´m very lazy. I hate
UV´s, I hate mapping coordinates,
I absolutely hate UVunwrap.
I love simple mappings, I love procedural
materials, I love everything that
saves time ;-)
So I always try to get as many procedural
materials as possivble. Procedural
means: The materials consist of calculated
maps which can be tweaked by paramters.
You normally don´t use any bitmap-textures
for them.
So,
what´s the point in making those
procedural mats if you can also draw
your maps in Photoshop (or Painter,
or whatever...)?
Both methods have advantages and disadvantages.
If
you use bitmaps, you have control
over every single pixel. That means,
you can basically create a lot more
random looking maps, you can paint
scratches, dirt, rust, paint etc.
If you´re good at drawing that
might be the way of your choice. It
also renders a lot faster.
The disadvantage is, it´s not
half as dynamic as procedural materials!
If you change the shape of your model
you need to re-adjust your UV´s
and re-adjust your textures. By the
way: If you need really good textures
you´re on the right web-site!
Go and get those Texture-CD´s
from 3D-Total! They´re excellent
and contain tons of photoreal textures,
including bump-maps...! I haven´t
found anything like it somewhere else.
If
you use procedural materials, your
main advantage is that you can quickly
change the look of your whole model
by tweaking one or two paramters.
In this case, I built ALL those materials
using procedurals. The rust, the dirt,
the scratches - they´re all
controlled by a single parameter.
That gives me the possibility to change
the look of my model from brandnew
to totally scratched, dirty and rusted
by only changing one parameter.
By the way: I used the "supernoise"-map
from blur-studios for it. Go and get
Supernoise! it´s a lot better
than the normal noise-map that comes
with max....
The disadvantage is: It renders longer
and it takes a long time to create
those materials (but you can use them
for as many objects as you want afterwards
without needing any UV´s!).
I´ll show you how to do it in
this tutorial.
Alright..
I´m not going to show you how
to texture using UV´s and Bitmaps.
That might be part of a future-tutorial
though.
I´m going to explain to you
now the basics of creating blend-materials,
using only procedural-materials.
We´re going to start with a
VERY simple Material. Just to give
you some idea of the amount of materials
used here: "The Hunter"
consists of app. 40-50 procedural
materials which are mixed together
to about 10 blend-materials which
are then cloned and tweaked afterwards.
A
good tip for any beginner is: Go and
get the simbiont-materials from Dark-Tree!
They´re available for free for
almost all 3D-Programs and they´re
really good - as long as you don´t
use them plain! You need to mix them
as well, then it starts to look great.
I used those simbionts for quite a
while until I understood how MAX-materials
work. Then I tried to build my own
ones... and learned a lot!
That´s really a basic rule:
If you want to make an old-looking
material, don´t try to get it
done with a single material. Rather
build 2,3,4,5...10 materials and mix
them! Then you can create very random
looking materials without too much
effort.
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