Chapter 10. Texture Mapping By Jon A. BellIn this chapter, you'll see how the 3ds max 7 Material Editor, when coupled with the wide range of available UVW mapping techniques and modifiers, provides a one-two punch to help you solve almost any texturing problem for almost any conceivable piece of geometry. Whether you're building a complex organic character for a film or video project, a low-resolution poly model for a computer game, or a "hard surface" model for an industrial or architectural visualization, 3ds max 7 gives you the tools you need to make your models look their best.Specifically, we'll cover the following topics:- The Material Editor and the Material/Map Browser
- Shader and Material Types
- Map Types: Bitmaps and Procedurals
- Mapping Coordinates (Procedural, Object-Space UVW, and World-Space UVW Mapping)
- Camera Mapping
- Multi/Sub-Object Mapping
Note | For the purposes of this chapter, we'll be looking at the standard 3ds max 7 shader types, materials, and maps for the Default Scanline Renderer only. |
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