We´ll
start with a simple "rusted-paint"
material (this will be VERY simple,
it won´t look too good. It´s
simply for explanation how the method
works.. try to understand how max
creates materials and then simply...
gues what? ... be creative! ;-) ).
First go to your material-editor.
(in max, press m)
Get a new material. Create a plain
"raytrace" paint material,
something like shown in PIC12 (no,
I´m not going to explain that
process, that´s very simple.
All you need to know is included in
the tutorials that come with max).
Name it "Paint" (YES, name
your materials unless you want to
become mad.)
As
you see, it´s very simple. Just
a shiny, glossy material with fall-off
in the reflect-channel /set to fresnel)
and, just for the nice look, a hdri-image
in the environment-slot. We will remove
that later as soon as we render in
a proper environment. If you want
to use hdri-files: Go to www.splutterfish.com
and get the free hdri-plugin from
the download-section! Thanks to splutterfish
for that....
Now
we need a rust-material, don´t
we?
Here it comes:
Make a new material, "standard"
is ok, name it "rust". Chose
the diffuse-channel - add a supernoise-map
(yeah, get it now if you haven´t
got it already ;-) ).
Change the two colours to dark-brown
and a medium brown. This will be the
main colour of the rust later on.
Then click on the "supernoise"-button.
See PIC13 for details.
Leave
all the other paramters like they
are for now.
From the menu chose "mix"
now, chose "keep old map as sub-map".
That allows you to keep your supernoise
map as one of the two sub-maps in
the mix-map that you´ve just
created! Then drag your old supernoise-map
into the second slot and chose "copy".
Tweak the colours a little bit to
get more randomness, also change some
of the main paramters like size etc.
(I can hear some of you scream "Idiot!
Why don´t you explain that better?!"
--> Because it´s not important
for now! =o) This is only going to
be a demonstration, not "the"
real material. The parameters always
depend on the size of your object
so you have to TRY which parameters
work well for you.)
But for all of you who are really
nosy: See PIC14 for the values I chose
;o)
Alright.
Go back to the Mix-Map and chose 50
(percent) for the mix-value for now.
You might tweak that later on if you
like.
Name the Mix-Map "rust-colour".
Now go back to the root-layer, from
there on go to the bump-channel. For
the bump-map choose the map you´ve
just called "rust-colour".
Choose "instance". So you´re
using one map in two channels - that
gives a much more "realistic"
look later on. And you can change
the look of your material by changing
ONE map.For the bump-value chose something
like -50. (that means, the rust is
"deeper" than the paint.
Well, not really, but the rust will
look more like it has grown into the
paint) SEE PIC15.
Now
we come to the interesting part!
Choose a new material, make it a "blend"
material. Put "paint" in
channel one, put "rust"
in channel two. For the mask choose
a new supernoise-map.
Adjust those values of the new supernoise
until it looks good to you (remember?
There´s no "right"
way! Try it! You won´t learn
it if you only copy my values..).
Now your material should look something
like this tea-pot in PIC16...
Not too good? Right! It still looks
very crappy. (Does this word exist
in english? Sounds funny in German
though!)
But
did you understand the basics? You
mix different maps until you achieve
the look you want. From here on, simply
add new mix-maps to your materials,
especially (!) the mask-channels of
your blend-materials. Please go and
get the electricity-plugin from blur
as well as this will provide you with
really nice irregular maps. Also get
the "scratch"-map.