'3D Studio MAX'

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"Making of the Shark - Part II" by Nikola Drincic


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Hi there, this is where we stopped last time. At the completion of the modelling phase. The tutorial to reach this stage can be seen here Now it is time to put some texture on him.

First, select the body and strip all modifiers (mesh smooth). All we need to have is the naked Editable Mesh.

 

Now go in to the Sub-Object-Polygon mode and select all polygons (faces). Make sure that Ignore Backfacing is unchecked so that you can select all the faces at once by drawing a single rectangle around the model.


Now, when all the faces are selected, scroll down the Modifier Stack and type 1 in Material ID. Now every face of the sharl has Material ID 1 assigned.


What we are going to do is to make 4 different materials and to assign every material to a different part of the shark's body.

Next step is to select all polygons (faces) that form the back fin. You will see that material ID 1 is set for these faces. afterall you have just accompished that. Change it to 2.

Now we have a body that has the material ID 1 and a back fin that has the material ID 2 assigned.

Like the previous step do the same with the left and right fins situated in the flanks of the shark. But for the left assign material ID 3...
...and for the right one assign material ID 4. Now we have a body (material ID 1), a back fin (2), a left fin (3) and a right fin (4).

 

Unselect the model and scroll down in Modifier Stack-Material select by material ID. ID is 1. And all the faces with material 1 assigned will be selected.
 

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While these faces are selected apply a UVW Mapping modifier. Use Cylindrical mapping method.

You see that cylinder direction is left-right, that is because the starting box that the shark was made out of, was modelled in the viewport "left".

 

We need to put that cylindrical gizmo in the right direction, so select it by clicking on Sub-Object-Gizmo. Click on the "Rotate"-button with the left mousebutton and then with the right mousebutton to open the rotation menu. Rotate the gizmo by -90° around the Z axis



 

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