INSIDE 3DS MAX® 7 [Electronic resources]

Adobe Creative Team

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  • Chapter 10. Texture Mapping

    By Jon A. Bell

    In 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.