Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6
Advanced multi-channel texturing in Max - Blood Knight

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(9 Votes)
| 51260 Views
| 1 Comments
| Comments 1
Date Added: 28th July 2009
Software used:
Keywords:

Map channel 2 - Side decorations / diamonds' gradient

This is where this technique really takes advantage of its potential. When preparing the mask, I had to make sure that it is seamlessly tileable horizontally and that I have enough "empty black space" to work with the UV's. I went through every armour part and added an Unwrap modifier and set its channel to 2. First step is to scale down all the UV's to a really small chunk and put them on the side on an "empty black space", then select a few polygons on the side of the model through the unwrap, hit planner mapping and organize the UV's while seeing in the viewport how the side decorations fit the model. This process is repeated with every few polygon chunks from the corners of the model and then I weld them all into one long "UV line". The great thing about doing it this way is that I can really easily manipulate the side decorations to grow or shrink with the model's flow and get the feedback in the viewport in real time (Fig.19).

522_tid_Fig.19.jpg
Fig. 19


In this tutorial I am focusing on the shading of the armour's metal material, but I just wanted to mention here that I've also used the same map channel 2 unwrap for the diamonds - in the diamonds' material I've placed a radial gradient map in the "extra light" slot to give them extra subtle depth. I went through every object that had diamonds in it and in the same map channel 2 unwrap modifier that was already there, I've selected the diamonds UV's and manipulated them around one of the tiles of the gradient (and not necessarily in the centre of the UV's to avoid cluttering) (Fig.20).

522_tid_Fig.20.jpg
Fig. 20





< previous page continued on next page >
 
1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Morph, Sculpt & Create 3D Characters with Reallusion Character Creator & ZBrush

by M. D. McCallum
published on 2016-04-07

Keywords: iClone 6, 3DXchange 6, Character Creator 1.4, ZBrush, iClone

Go to tutorial
rating star fullrating star fullrating star fullrating star halfrating star none (10)
Comments 0 Views 2249

Stylized characters

by Aekkarat Sumutchaya
published on 2016-03-21

Keywords: Aekkarat Sumutchaya, photoshop, characters

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 2686

Maya modeling: Modeling the torso

by Jahirul Amin
published on 2013-08-22

Keywords: character, human, torso, modeling,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (37)
Comments 5 Views 126033

Making Of 'Ibaloy Warrior'

by Ferdinand Ladera
published on 2011-12-01

Keywords: character, warrior, ibaloy, digital painting,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (25)
Comments 6 Views 118477
Readers Comments (Newest on Top)
avatar
Taylor on Thu, 02 August 2012 8:53pm
I am trying to make an armor mod for a game and am looking around for ideas and tutorials. This is alot to take in for a noob, but your result is beautiful!
Add Your Comment