Chapter 10

Introduction to Materials: Interiors and Furniture

A material defines an object’s look—its color, tactile texture, transparency, luminescence, glow, and so on. Mapping is the term used to describe how the materials are wrapped or projected onto the geometry (for example, adding wood grain to a wooden object). After you create your objects, the Autodesk® 3ds Max® program assigns a simple color to them, as you’ve already seen.

You define a material with the 3ds Max software by setting values for its parameters or by applying textures or maps. These parameters define the way an object will look when rendered. Much of an object’s appearance when rendered also depends on the lighting. In this chapter and in Chapter 14, “Introduction to Lighting: Interior Lighting,” you will discover that materials and lights work closely together.

Topics in this chapter include the following:

  • Slate Material Editor
  • Standard material types
  • mental ray material types
  • Shaders
  • Mapping the couch and chair
  • Mapping the windows and doors

The Slate Material Editor

The Material Editor is the central place where you do all of your material creation and editing. You can assign materials to any number of objects, as well as have multiple materials assigned to different parts of the same object.

The 3ds Max® 2013 program has two interfaces to the Material Editor: the Slate Material Editor (or Slate) and the Compact Material Editor.

The Slate Material Editor is the interface you will use in this book: it is far superior to the compact version and is especially nice when you are first learning mapping because you can see the material structure, as shown in Figure 10-1.

Figure 10-1: The Slate Material Editor

c10f001.eps

You can access the Material Editor by choosing Rendering ⇒ Material Editor ⇒ Slate Material Editor. There is also an icon for it on the main toolbar (i1001.tif), and the keyboard shortcut to open the Material Editor is the M key. The Slate Material Editor is the default Material Editor, but if it opens as the Compact Material Editor, you can switch it in the menu bar at the top of the Material Editor by selecting Modes ⇒ Slate Material Editor. The Slate Material Editor has an interface that uses nodes and wiring to display the structure of materials. It has a simple and elegant layout with the Material/Map browser on the left for choosing material and map types. The center area is the Active View area where you build materials by connecting maps or controllers to material components. The area on the right is the Parameter Editor; within that area is a Navigator for moving within the Active View area.

Material Types

Different materials have different uses. The Standard material is fine for most uses. However, when you require a more complex material, you can change the material type to one that will fit your needs. To change a material type in the Slate Material Editor, just choose from the list under Materials in the Material/Map browser. You should see the rollout for Standard. If you are using the mental ray renderer, you will also see a rollout for mental ray and MetaSL. As you can see, the list is extensive; there are not enough pages in this book to cover the multitude of material types so we will touch on some of the best for an introduction. You will also see some examples using the Slate Material Editor.

Standard Materials

Standard materials typically use a four-color model to simulate a surface of a “single” color reflecting many colors. The four colors are known as the material’s color components. Ambient color appears where the surface is in shadow, diffuse color appears where light falls directly on the surface, specular color appears in highlights, and filter color appears as light shining through an object. Along with the color components, there are parameters that control highlights, transparency, and self-illumination. Some of these parameters are different depending on the shader you are using. With the Standard material you can imitate just about any surface type you can imagine, as shown in Figure 10-2.

Figure 10-2: The Standard Material type shown in Slate Material Editor

c10f002.tif

Compound Materials

Compound materials combine two or more submaterials for a variegated look, especially when used with maps. Compound materials are similar to compositor maps, but they exist at the material level, as shown in Figure 10-3. You load or create compound materials using the Material/Map browser.

Matte/Shadow Use Matte/Shadow material when you want to isolate the shadow. The material will receive shadows, but it will remain transparent for everything else. It is useful for rendering objects onto a photo or video background because it creates a separate shadow that you can composite on top of the background. Rendering in separate passes, such as a separate shadow, is very useful because you can have total control of the image by compositing just the right amount of any particular pass.
Raytrace The Raytrace material is a powerful material that expands the available parameters to give you more control over photo-real renderings. The material uses more system resources than the Standard material at render time, but it can produce more accurate renders—especially when true reflections and refractions are concerned.
Ink ’n Paint Ink ’n Paint is a powerful Cartoon material that creates outlines and flat cartoon shading for 3D objects based on Falloff parameters, as shown in Figure 10-4.

Figure 10-3: Double-Sided material is one of the many Compound materials.

c10f003.tif

Figure 10-4: The Ink ’n Paint material is shown with parameters in the Slate Material Editor.

c10f004.tif

mental ray Material Types

The 3ds Max program comes with several materials created specifically for use with the mental ray renderer. These materials are visible in the Material/Map browser when mental ray is the active renderer. For the sake of time and space we are only going to cover one here.

Arch & Design The mental ray Arch (architectural) & Design material improves the image quality of architectural renderings. It improves workflow and performance in general, and performance for glossy surfaces (such as floors) in particular.
Special features of the Arch & Design material include self-illumination, advanced options for reflectivity and transparency, ambient occlusion settings, and the ability to round off sharp corners and edges as a rendering effect. These material types will be further explored in Chapter 16, “mental ray and HDRI.”

Shaders

The way light reflects from a surface defines that surface to your eye. With the 3ds Max program, you can control what kind of surface you work with by changing the shader type for a material. In either the Compact or Slate Material Editor, you will find the shader type in the material parameters in the Shader Basic Parameters. This option will let you mimic different types of surfaces, such as dull wood, shiny paint, or metal. The following descriptions outline the differences in how the shader types react to light, as shown in Figure 10-5.

Figure 10-5: Shader types shown on a rendered sphere

c10f005.eps
Anisotropic Most of the surface types that you will see in this section typically create rounded specular highlights that spread evenly across a surface. By contrast, anisotropic surfaces have properties that differ according to direction. This creates a specular highlight that is elliptical in shape and uneven across the surface, changing according to the direction you specify on the surface. The Anisotropic shader is good for surfaces such as foil wrappers or hair. Notice the extra controls for the specular highlights. They allow you to control how the specular will fall across the surface.
Blinn This is the default material because it is a general-purpose, flexible shader. The Blinn shader creates a smooth surface with some shininess. If you set the specular color to black, however, this shader will not display a specular and will lose its shininess, making it perfect for regular dull surfaces, such as paper or an indoor wall.
Metal The Metal shader is not too different from the Blinn shader. Metal creates a lustrous metallic effect, with much the same controls as a Blinn shader, but without the effect of any specular highlights. When you are first starting, it’s best to create most of your material looks with the Blinn shader until you’re at a point where Blinn simply cannot do what you need. The black areas of the shader may throw you off at first, but keep in mind that a metallic surface is ideally black when it has nothing to reflect. Metals are best seen when they reflect the environment. As such, this shader requires a lot of reflection work to make the metal look just right.

Mapping the Couch and Chair

Now let’s dive into creating material for the couch we modeled in Chapter 4, “Modeling in 3ds Max: Architectural Model Part II,” to get it ready for lighting and rendering in later chapters.

Study the full-color image of the couch shown in Chapter 4 in Figure 4-1. That will give you an idea of how the couch is to be textured. The couch’s material is basically all the same; once you create the material, it can be added to all the couch pieces.

Creating a Standard Material

Start by opening your final couch model from your work in Chapter 4, or open the ArchModel_furniture_01.max file from the Scenes folder of the Arch Model project downloaded from the book’s web page at www.sybex.com/go/3dsmax2013essentials. This file has the room with the spline chair and couch set up. When you open this file, select the couch and press Alt+Q to enter Isolate Selection mode.

1. Open the Slate Material Editor, in the Material/Map browser in the Materials ⇒ Standard rollout, double-click on Standard. This adds the Standard Material node to the Active View area. Double-click on the thumbnail with the sphere showing. This enlarges it and makes your material easier to view.
The Active View area uses the same navigation tools as the viewports. At the lower right of the Slate interface are the Navigation tools. Keyboard shortcuts and the middle mouse button and wheel also work the same as in the viewports. The Navigator is another way to navigate in the Active View area. The Navigator panel changes the view of your material nodes; the colored box called the Proxy View area corresponds to the currently viewable area in the Active View area.
2. Double-click again on the node title bar; this adds the node parameters to the Parameter Editor.
3. In the Parameter Editor, at the top of the rollout change the name to Gray/Green Woven Fabric. It is always best to name your materials precisely. Calling the material “Couch” might be confusing if you want to use the same material on the curtains or a chair.
4. In the Blinn Basic Parameters rollout, select the color swatch next to Diffuse. This brings up the Color Selector; set the settings to Red: 108, Green: 92, Blue: 8, and select OK. In the Material node, the sphere in the thumbnail will change color.

Applying the Material to the Couch

In the scene, select the couch. In Chapter 4, when the couch was merged into the room file, it was grouped. You can add materials to objects that are grouped; it can save time by applying the materials to all the pieces at the same time.

1. In the Slate Material Editor toolbar, click on the Apply Material to Selection icon (i1002.tif).

The material may look slightly different in the viewport compared to in the Material Editor thumbnail, as shown in Figure 10-6. The best way to view the material is by rendering the viewport. Select the Perspective viewport and in the main toolbar, click the Render button (i1003.tif), or press F9 for Render Last. The render looks a bit flat. This is something you can edit by changing the color values until the color looks the way you want. Always judge your colors using the render.

Figure 10-6: Compare the material color in the Material Editor to the viewport.

c10f006.tif
2. In the Slate Material Editor, select the color swatch next to Diffuse. To match the color of the couch better, you will darken the diffuse color.
3. Change the Saturation (Sat:) to 90 and the Value: to 70, or just edit until the color is to your liking, as shown in Figure 10-7.

Figure 10-7: The render of the couch with a Standard material applied

c10f007.tif

Adding a Bitmap

The couch material needs some refinement. It looks flat and too perfect, which in this instance isn’t a good thing. A material with just color is not enough; what is needed is a map. Two map types are available: 2D and 3D. 2D maps are two-dimensional images that are mapped onto the surface of 3D objects; the simplest 2D maps are bitmaps (aka image files). 3D maps are patterns generated procedurally in three dimensions using the 3ds Max software. Using a map to replace the diffuse color is a way to create a more realistic material because you are using actual images. Using maps in other material components can have various effects, such as making a material look bumpy and controlling its transparency.

1. In the Slate Material Editor, click on the Maps rollout to expand.
2. Select the bar with None written in for Diffuse Color. This brings up a separate Material/Map browser; in the Maps rollout, choose Bitmap. In the Explore window, navigate to the SceneAssetsImages folder in the Arch Model project, and select the GrayGreenWovenFabric.tif image file. If you don’t see this map, make sure the Files of Type field is set to TIF.

In the Active view, two additional nodes have been added to the main material node. The green node is the Bitmap node, which holds the fabric image. The yellow node is a Controller node and provides a number of ways to animate the settings of a material or map. Animating material components will not be addressed in this book.

3. In the Slate Material Editor’s toolbar, select the Show Shaded Map in Viewport icon (i1004.tif). In the viewport, the couch shows the fabric image applied, as shown in Figure 10-8. This improves the color and adds some color variations.

Figure 10-8: The couch with the fabric image applied

c10f008.tif

Introduction to Mapping Coordinates

An image map is two-dimensional; it has length and width but no depth. 3ds Max geometry, however, extends in all three axes. Mapping coordinates define how and where image maps are projected onto an object’s surfaces and whether the maps are repeated across those surfaces.

Mapping coordinates can be applied to objects in several ways. When primitive objects are created and the Generate Mapping Coords option is checked at the bottom of the Parameters rollout, the appropriate mapping coordinates are created automatically. The next way is by applying a UVW Mapping modifier, which is commonly used to apply and control mapping coordinates. You select the type of mapping projection, regardless of the shape of the object, and then set the amount of tiling in the modifier’s parameters. The mapping coordinates applied through the UVW Mapping modifier override any other mapping coordinates applied to an object, and the Tiling values set for the modifier are multiplied by the Tiling value set in the assigned material.

Using a UVW Mapping Modifier

You are going to use a modifier to replace those coordinates on the geometry. The UVW Mapping modifier allows you to change the bitmap by transforming the UVW Mapping modifier gizmo. In Chapter 4 you grouped the couch when you merged it into the room; for this part of the chapter, you need it to be ungrouped.

1. Select the couch and in the Group menu select Open. This will keep the group intact but allow you to select and edit the items within the group. There are now pink brackets surrounding the couch, representing the group.
2. Select the main seat cushion on the couch. Enter Isolate Selection mode (i1005.tif; the icon is under the timeline at the bottom of the interface (or press Alt+Q). You can also access Isolate Selection by right-clicking on the selected object and choosing Isolate Selection from the Quad menu.
3. In the Modify panel, select UVW Map from the Modifier List drop-down.
4. In the modifier stack, you can see the UVW Map modifier stacked on top of the editable poly. You will also see an orange gizmo around the seat cushion.
5. Go to the UVW Mapping modifier parameters, and in the Mapping section select Box for the projection type.
6. In the Alignment section, click the Bitmap Fit button, as shown in Figure 10-9.

Figure 10-9: The Alignment section for the UVW Mapping Modifier parameters

c10f009.tif
7. This will take you to the Select Image dialog box. Navigate to the SceneAssetsImages folder in the Arch Model project and select the GrayGreenWovenFabric.tif file. This will change the size of the UVW Mapping gizmo to the size and aspect of the image rather than the geometry.

The UVW Mapping modifier has also changed the image on the couch. The size is more consistent throughout the couch, but the size of the fabric texture is too big. Now let’s adjust the UVW Mapping gizmo:

1. In the modifier stack, click the plus sign in the black box next to the UVW Mapping modifier and select Gizmo.
2. Now look at the seat cushion in the viewport, and you should see the cube-shaped Modifier gizmo. You will now be able to transform the gizmo to the correct size.
3. Switch to the Scale tool (press R), and scale down the gizmo to 70 percent. Click on the UVW Map modifier again to exit.

Now that the couch fabric is where it should be, it is time to add the UVW Mapping modifier to the remaining pieces of the couch.

4. Exit Isolate Selection mode.
5. Select one of the back couch cushions and repeat steps 1 through 3.
6. Once the UVW Mapping modifier is applied, go to the Alignment section, and click the Acquire button. Then click on the couch seat cushion. Acquire takes the UVW information from the seat cushion and copies it onto the back cushion. This is a great time saver.
7. Repeat the same process on the remaining cushions. The final results are shown in Figure 10-10.

Figure 10-10: The final results of the couch mapping

c10f010.tif

The couch is not finished just yet; look closely at the couch feet. If you compare the current scene couch to the image of the real couch, the feet should be a dark wood, not the fabric that is on them now. Continue with your current file or open ArchModel_furniture_02.max file from the Scenes folder of the Arch Model project downloaded from the book’s web page at www.sybex.com/go/3dsmax2013essentials.

1. Open the Slate Material Editor if it isn’t already open.
2. In the Material/Map browser, choose Materials. Click and drag a Standard material into the Active View area.
3. Double-click on the title bar of the material to add it to the Parameter Editor. Change the name to Dark Wood.
4. Select the bar with None across from Diffuse Color. This brings up a separate Material/Map browser in the Maps rollout. Then choose Bitmap. In the Explore window, navigate to SceneAssetsImages folder in the Arch Model project, and select the DarkWood_Grain.jpg image file.
5. Apply the material by clicking from the node’s output socket to the couch foot, as shown in Figure 10-11.

Figure 10-11: Apply the Dark Wood material by clicking and dragging from the nodes output socket to the couch foot.

c10f011.tif
6. In the Material Editor, click the Show Map in Viewport icon (i1004.tif). The material shows now, but the image has no detail. This is because it needs to have UVW Mapping applied.
7. In the Modify panel’s modifier list, add a UVW Map modifier to the couch foot. Change the Mapping Type to Box. Select Bitmap Fit under Alignment, navigate to the dark wood.tif image file. The material now looks correct on the couch foot.
8. Apply the Dark Wood material to the remaining couch feet.

Applying a Bump Map

You are almost but not totally done with the couch. One important feature of the couch is the bumpiness on the surface of the fabric of the couch, as shown in Figure 10-12. This bumpiness changes all the specular and reflective properties on a surface. Bump mapping is very common in CG. It adds a level of detail to an object fairly easily by creating bumps and grooves in the surface and giving the object a tactile element. Bump mapping uses the intensity values (the brightness values) of an image or procedural map to simulate bumpiness on the surface of the model, without changing the actual topology of the model itself. You can create some surface texture with a bump map; however, you will not be able to create extreme depth in the model. For that, you may want to model the surface depth manually or use displacement mapping instead. To add a bump map to the couch, follow these steps:

1. In the Slate Material Editor’s Active View area, locate the Couch Fabric material. Double-click the title bar to load the material into the Parameters Editor.
2. In the Maps rollout, click the None button next to the bump map. In the Material/Map Browser, choose Bitmap. Navigate to SceneAssetsImages folder in the Arch Model project, and select the GrayGreenWovenFabric_bmp.tif image file.
3. In the Maps rollout, increase Bump Amount from 30 (the default) to 60.
4. Render to see the results; you should now see a texture on the couch that resembles the real bumpiness of the couch, as shown in Figure 10-13.

Figure 10-12: The couch fabric showing the subtle surface bumpiness

c10f012.tif

Figure 10-13: The couch fabric without the bump map (left); the couch fabric with the bump map (right)

c10f013.eps

Applying the Material to the Chair

Mapping the chair is in some ways very much like mapping the couch. Continue with your current file or open the ArchModel_furniture_03.max file from the Scenes folder of the Arch Model project downloaded from the book’s web page at www.sybex.com/go/3dsmax2013essentials. The file has the chair centered in the viewports, and the chairs group is open so you can select the individual pieces. The Cushion material has also been applied using the same techniques outlined in the previous section. If you are continuing with your file, create the Cushion material using the techniques discussed in the previous section. Add the BrownWovenFabric.tif for the Diffuse and the BrownWoven Fabric_bmp.tif as the bump. Set the Bump Amount to 60. When you're mapping images onto a surface, the important thing to remember is to match the scale of the original fabric, as shown in Figure 10-14.

Let’s also create the base material for the chair frame.

1. In the Slate Material Editor, add a Standard material to the Active View area. If you double-click on the input socket of the diffuse map on the Standard Material node, the Material/Map browser will open.
2. Choose Bitmap from the Material/Map browser and navigate to the SceneAssetsImages folder in the Arch Design project. Select the file LightWood.tif. Then, on the Material Editor toolbar, click the Show Shaded material in Viewport icon. Rename the material to Light Wood.

Figure 10-14: Compare the real texture on the left to the created material on the right to get it similar.

c10f014.tif
3. Select the chair frame. There are two pieces: the seat frame and arm, and the back frame. Apply the Light Wood material to the chair frame by clicking on the Assign Material to Selected button in the toolbar.
Don’t worry if the map doesn’t look correct. The mapping coordinates need to be applied.
4. In the Modify panel’s modifier list, add a UVW Mapping modifier. Change the Mapping to Box, and in Alignment select Bitmap Fit and navigate to the LightWood.tif bitmap to change the size of the UVW Map modifier.
5. The size of the map is now proportional but it is too large, so in the modifier stack, click on the plus sign in the black box and then select the gizmo. Using the Scale tool, scale the wood bitmap until it looks correct, as shown in Figure 10-15.

Applying a Reflection

Reflection occurs when light changes direction as a result of “bouncing off” a surface like a mirror. In the following steps, you will create reflections in the chair’s wood frame.

1. In the Light Wood Materials Parameter Editor click to open the Maps rollout. Then click on the None button to the right of Reflections. This will open the Material/Map Browser, from the Maps>Standard rollout, choose Raytrace.

A reflection creates the illusion of chrome, glass, or metal by applying a map to the geometry so the image looks like a reflection on the surface. A reflect/refract map is a way to provide reflections on a material.

2. Render to see the results, as shown in Figure 10-16. There is a bit too much reflection, which makes the chair frame look too smooth and too shiny.
3. Back in the Maps rollout, turn down the Amount to 10. Render again to see the results. That is much better, as shown in Figure 10-17.

Figure 10-15: The wood texture is applied to the chair frame.

c10f015.tif

Figure 10-16: Results of adding the reflect/refract map added to the reflection map

c10f016.tif

Figure 10-17: Final reflections on the chair

c10f017.tif

Mapping the Window and Doors

The window and doors are special 3D primitive objects. They are a collection of multiple objects attached together: a frame, mullions, and glass. You can edit those objects within the AEC objects parameters. They also give you the ability to add materials to the individual pieces within the attached whole.

Creating a Multi/Sub-Object Material

The Multi/Sub-Object material, which is in the Compound Materials category, lets you assign different materials at the sub-object level of your geometry. In the case of the AEC window, it is already divided into separate sub-object levels so you just have to apply the material and identify the different parts. Continue with your current file or open ArchModel_furniture_04.max file from the Scenes folder of the Arch Model project downloaded from the book’s web page at www.sybex.com/go/3dsmax2013essentials.

1. In the Slate Material Editor, drag a Multi/Sub-Object material from the Material/Map browser into the Active View area. The material itself is nothing; it is just a node that gathers other nodes together. It has very simple parameters, as shown in Figure 10-18.
The parameters allow you to control how many materials can be plugged into the Multi/Sub-Object Material (MSOM).

Figure 10-18: Multi/Sub-Object node and parameters

c10f018.tif
2. Drag a Standard material from the Material/Map browser to the Active View area, and then from the output socket of the Standard material, drag it to the input socket of the MSOM, as shown in Figure 10-19.

Figure 10-19: Adding a Standard material to the Multi/Sub-Object Material node

c10f019.tif
3. Double-click on the new Standard Materials title bar to add it to the Parameter Editor, click on the color swatch to open the color selector, create a red color, and click OK.
4. Repeat the same process until you have five Standard materials with five different diffuse colors plugged into the 1 through 5 input sockets of the MSOM.
5. Double-click on the MSOM node title bar to load it into the Parameter Editor, click on the Set Number button and change it from 10 to 5, and then press OK. The finished node is shown in Figure 10-20.

Figure 10-20: Finished MSOM with five Standard materials added

c10f020.tif

The numbers in the MSOM parameters are material IDs. Most objects do not have material IDs by default. They have to be created by converting the object to an editable polygon and selecting a group of polygons and adding a material to that selected group of polygons. AEC objects like the window and doors already have them assigned; they just have to be identified.

6. Apply the MSOM to the main window in the living room area, as shown in Figure 10-21. The colors show clearly which section of the window is which ID number.
7. Start with the glass, click on the material bar for ID #3 in the MSOM parameters. This loads those materials parameters. Rename the Material Window Glass.
8. In the Blinn Basic Parameters, change Opacity to 0. If you render, you will see a black hole where the green used to be. That is because you are seeing the default color applied to the background in a render. That means the glass is see-through now.
9. In the Maps rollout, click the Reflection Map button. From the Material/Map browser, choose Reflect/Refract, and then change the Reflection Amount to 10.

Figure 10-21: The Multi/Sub-Object Material applied to the window object shows the different colors applied to the different parts of the window.

c10f021.tif

When the scene renders, the Reflection amount will appear to be very high; this is a bit of an illusion because of the black in the background. In Chapter 14, lighting will be covered and this issue will be addressed more thoroughly; but for now, you will just change the background color. In the Rendering menu, choose Environment, click on the color swatch under Background ⇒ Color, and change it to a light gray. Now the reflection looks more appropriate. Eventually, an image of an outdoor scene will be placed behind the glass. For now, let’s continue with the MSOM for the window. Window frames and mullions come in many colors and textures, but for this example you are going to use a shiny, white plastic.

10. Double-click the MSOM title bar to load the material into the Parameter Editor and then select any of the material IDs (other than #3). Rename the material as Shiny White Plastic.
11. Change the Diffuse Color to White, and then in the Maps rollout add a Raytrace node to the reflection map and change the amount to 10, as you did in step 9.
12. In the Active View area, select and delete all the remaining Standard Material nodes. Keep the newly created Shiny White Plastic and the Glass.
13. Drag from the output socket of the Shiny White Plastic material to the input of the Multi/Sub-Object material’s IDs that were deleted, as shown in Figure 10-22.

Figure 10-22: Drag from the output socket of the Shiny White Plastic into the input socket of the remaining ID slots of the Multi/Sub-Object material.

c10f022.tif

This places a clone of the Shiny White Plastic into the three remaining material slots and completes the Window material, as shown in a render in Figure 10-23.

The same technique used for the window can be used for the doors, but if you want the doors to be just a plain solid color or simple wood, apply a Standard material to the entire Door object. We’ll return to this room in Chapter 14 when we look at lighting. Meanwhile, finish assigning materials to the rest of the scene.

Figure 10-23: The completed window

c10f023.tif
The Essentials and Beyond
Creating materials can give you a sense of accomplishment because it is essentially the last step in making the object look as you envisioned—aside from lighting and rendering.
Finding the right combination of maps, shader types, and material types can make a world of difference in the look of your scenes. In this chapter, you learned the basics of materials, you mapped part of the room and furniture you modeled in Chapter 3 and Chapter 4, and you readied it for its next step: lighting in Chapter 14.
Additional Exercises
  • Using the collection of images in the Sceneassets/Images Folder of the Arch Model project, add materials to the floor and ceiling.
  • Merge in furniture from the Scenes ⇒ Furniture folder from the Arch Model Project. Create materials for these items. Try to match as closely as possible the real furniture in the reference images of the room. These models were built for you to use to practice texturing and lighting.
  • Create a MSOM for the walls and use the colors you want. The actual colors can be seen in Figure 3-1 in Chapter 3, “Modeling in 3ds Max: Architectural Model Part I.” Now the walls will take an extra step. The Wall object has IDs because it is an AEC object, but the IDs are not where you want them. You need to a convert the object to an editable polygon.
..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset