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Hi and welcome to 3D motive dot com.
My name is Steven [G Wells], and I'm a senior character artist.
In this quick little tips and tricks tutorial,
we're going to take a look at 3d studio max,
and the material editor within 3d studio max.
Some of you might be familiar with this particular model,
it is the [oark] the Juggarnaut [oark] that I did
for one of the tutorials up at 3d motive dot com.
This is the posed version.
It's just kind of looking like he's just standing there.
It's actually several different groupings,
if I grab each piece you can see some of the pieces
are grouped together. These are actually based on the textures.
The textures for this particular thing are all the legs.
The texture for this is the helmet and the pieces and the gauntlet.
Texture for this is the upper shoulders, et cetra.
Here's the weapon. If I hit F4 I can turn the wire frame
on or off, I'll just leave it on for now.
To get to our material editor in 3d studio max,
all we have to do is M. M is the default shortcut for the material editor.
This is what the material editor looks like.
Now, you can actually change right off the bat the
number of slot for materials.
Right now I use the highest division of them,
if you just click and then right click on
any of the materials in it, you can see that
you can go do a 3 by 2 sample window.
That's this 3 by 2.
Go to 5 by 3. There's 5 by 3.
My case, I like to use 6 by 4.
These are the different textures being used
on this particular model.
To be able to create a texture, what you can do
let's say for instance, you have this particular model,
you just want to gray scale it.
You don't want to texture it at this point.
The easiest thing to do is you can just grab this default material,
and then hit this button right here,
which is assign material to selection. There you go.
It's all grayed out.
You can then, in fact, change different things with ...
different attributes of this particular material.
You can actually copy and swap the material,
just left click drag and drop.
It copies whatever that particular parameters were on that
particular material. Could have done it this way.
I just copy that. Go back to copying it.
Then, I can actually with the diffuse, ambient, and specular,
I can actually change some of this.
Here's the specular. You see there is no specular
form here, so, if I turn up this specularity
you can see that it is given me this curve here.
As you can see, that makes it pretty shinny.
I can then actually make it more glassy by
scaling up the glossiness.
You see it gets it tighter right in here.
Grab those again, I'm going to go ahead and
just apply that. There you go.
If I do a quick F4 you can see how shinny the pieces are now with that.
Just a simple gray scale.
You can adjust your specular levels.
You can blow it out make it really specular.
You can drop it down.
Again, you can drop it down to where it's all the way flat
same with the glossiness if you want.
It's up to you.
You can easily change the opacity on this.
Let's say 10.
Then, of course, as you can see, it basically
gray's everything out, because you are now
seeing some of the background, but you can see right there
it's pretty see-through.
You get a nice x-ray effect.
Sometimes you actually create something like this
for maybe the eyeball as a created a copy of the eyeball,
make this the outside and make another center of the actually
color of the inside.
Obviously, we don't want the opacity to be 10.
I'm going to put it back up to 100%. Okay.
Down here you have different things with the maps.
You really don't have to mess with some of these,
this is a very quick introduction.
The only thing you really have to pay attention to
is this maps rule out.
If you click the maps rule out, this is where
you're actually going to set up an ambient color,
diffuse, specular, specular levels, glossiness.
If you're going to have a piece that's going to glow,
that's self-illumination.
If you're going to do a normal map,
then this is a bump map. Okay.
So, let's go ahead and look to create ...
I'll get these assigned to the proper pieces.
At this point, let's go ahead and grab the [oarkan] body.
We're just going to sign it. There you go.
We're going to get the upper body, the helmet,
let's see, Juggernaut upper. There you go. Oops.
Wrong one. That's the fun of it, until you get the right one,
if you're not sure, if you're not looking at it.
You can turn on and kind of scroll through
these and you'll find the right one.
There we go. All right, there's the head.
Let's go for that. There.
Let's see, Juggernaut, upper, there we go.
This will be the Juggernaut weapon.
Which, was what it is.
Then, this will be Juggernaut lower. There you go.
So, we got everything back as it should be.
All right. It's very quick very easy.
Let's go ahead and just for our test to see what you can do.
Let's go to our maps. To add a diffused map,
you just click the diffused, and you click none.
It'll bring up a little dialog box.
We're just going to go for our standard.
We just want a jpeg or targa, that's just a bit map.
We just click bit map and hit okay.
Then it'll navigate to where you want to go to.
In this case I don't have anything in particular,
I'm just going to go ahead and grab something.
Okay, that's fine.
We have the bit map set, now, we just have to click this button
right here and go to parent. That just mainly goes up one level.
In this case, we now want to add a specular color
or a specular level.
Usually, it's a specular level is what I work with.
You can click none and again. It's a bit map.
Then you navigate, and you find some specularity.
Let's go into that one. Just so you guys can see it.
Then go back up to the parent.
For the bump map, it's kind of a 2 fold thing.
With the bump map, you want to make sure you're
going to have 100% power,100% strength, on the bump map.
You want to click your none. In this case, since it's going to be
a bump map, with normal's, we're going to grab
this button right here. Normal map. Normal bump.
We don't not want the bit map.
We want the normal bump. Click that and hit okay.
That brings up an extra dialog box.
What is the image being used as the bump map itself?
Normal map. You click none.
This is where you now go to our bit map.
Once again, you can add in whatever it is.
There's the normal map.
You can go up, up, and you're back at your main area.
You now have a diffuse. You have a specular.
You have a bump. The specular level,I usually use
about 60. You guys can use something else.
It depends on the model. It's depends on how many lights
you have in the scene.
This doesn't have any lights. It's not evenset up for something like that.
This is just basically, here's you diffuse,
here's your spectular, here's your normal bump.
That's a lot of times, most of the times,
when you're working in game models,
especially, that's pretty much all you'll ever have to deal with.
There will be times when you might have an opacity map,
that would go in here, or you can have an opacity
built into your diffuse color.
You can even do displacement map.
If you have a displacement map it would go here.
You would select it, click on the bit map,
hit okay, and navigate to wherever your displacement is.
All right.
It's pretty quick almost self explanatory.
Then, once you've got the model done, like I said,
if you've got this, go ahead and hid everything else.
Let's say here's the body.
He's just got the base texture, obviously, we don't want that.
Once you've got what you want, you just grab your
particular texture, that's for this particular piece,
and you merely apply.
If by chance your model, even after you've
applied the texture there's no color,
it's just because this button is off.
Which, is the show the map in the view port itself.
That's all, once you got that on, you're good to go.
That's pretty much it.
It's the 3d studio max material editor in a nut shell.
That's pretty much all you're ever going to use it for.
There's some other functionalities that you can
explore on your own, but for the most part
most 99% of the time, you're going to use it
just to add a specular map, a diffuse map,
and a normal map.
That's it.
This has been 3d motive dot com and my name's
Steven [G Wells]. I hope you guys had fun,
and thanks for watching.