For the main parts of
the P-47 Thunderbolt, you will use a single, multipurpose texture
map.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to \scenes\materials_and_mapping\unwrap_uvw\ and
open p47_texture_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
The airplane in this
scene is a version of the P-47 model. It includes a shaft for the
propellor, and a plane for the propellor itself. Materials have
already been applied to the propellor and the cockpit canopy, but
the fuselage, wings, and tail are not yet textured.
The scene also includes
an environment map for the background.
Create a material for the body of the
airplane:
- Open the Slate Material
Editor.
- From the Material/Map Browser panel at
the left, drag a Standard material entry into the active View. (Materials Standard Standard).
- Double-click the Standard material node
so you can see its parameters in the Parameter Editor panel at the
right. Name the new material Fuselage.
- In the active View, drag a wire from
the Diffuse Color input socket of the Fuselage material
node, then release the mouse. Choose Standard Bitmap from the pop-up menu.
3ds Max opens a file
dialog.
- On the file dialog, make sure you are
in your project’s \sceneassets\images folder.
Click p47_tex.jpg to
highlight it, then click Open.
3ds Max adds a bitmap
node to the Fuselage material. It adds a controller
node as well.
The bitmap p47_tex.jpg is a patchwork of different
textures intended for various parts of the airplane. You will need
to select faces and assign them to specific portions of the texture.
Apply the material to the airplane:
- Click the bitmap node to make it active,
then on the Slate Material Editor toolbar, click to turn on (Show Standard Map In Viewport).
- Move the Slate Material Editor window
so you can see the viewport.
- Click the P-47 object, the
main part of the airplane, to select it.
- In the Slate Material Editor, click the Fuselage material
node to make it active, then on the Slate Material Editor toolbar,
click (Assign Material To Selection).
3ds Max applies the
material to the body, wings, and tail of the airplane, but there
is no sense to the way the texture is mapped. To arrange the various
“pieces” of the texture, you will use Unwrap UVW.
- Close the Slate Material
Editor.
Save your work:
- Save the scene as my_shop_door_3layers.max.