The house is of stone,
not of wood, but for the most part, the mapping techniques you use
should be familiar from previous lessons. This lesson introduces
a couple new techniques that can be useful.
Set up the lesson:
- Continue from the previous lesson, or open army_compound03.max.
Texture the walls of the house:
The walls of the house
present familiar techniques.
- On the main toolbar, open the Named Selection
Sets drop-down list, and choose the house selection
set.
3ds Max selects the
farm house.
- Right-click and choose Isolate Selection
from the quad menu.
- Click an empty area of the
viewport to clear the selection, and then click the House object
to select the walls.
- In the Slate Material Editor, drag a
new Standard material node to the active View, double-click it,
and name the new material Masonry.
- Drag a new Bitmap node to the active
View, choose masonry.fieldstone.jpg as
the texture, and wire it to both the Diffuse Color and Bump components
of the Masonry material node.
- Double-click the Masonry material node
to see its parameters. On the Maps rollout, change the Bump amount to 90.
- Click (Assign Material To Selection),
and then turn on (Show Map In Viewport).
- Apply a UVW Map modifier
to the house walls. Change the map projection to Box, and set Length
= Width = Height = 5.0m.
Use a Mapscaler to texture the roof:
The roof, on the other
hand, presents a problem. With its two gables, there is no straightforward
way to map the pattern using UVW Map.
With default mapping
(you don’t need to go through these steps, yourself), the texture
doesn’t look right. Even if you were to adjust the scale or change
the projection type, the shingles wouldn’t conform to the direction
of the gables.
The solution is to use
a different modifier, Mapscaler, to handle the texture mapping.
- Select the House-Roof object.
- In the Slate Material Editor, drag a
new Standard material node to the active View, double-click it,
and name the new material HouseRoof.
- Drag a new Bitmap node to the active
View, choose shakes.weathered.jpg as
the texture, then wire the new Bitmap to the HouseRoof material
node’s Diffuse Color component.
- Click the HouseRoof material
node to make it active.
- Click (Assign Material To Selection),
and then turn on (Show Map In Viewport).
- Go to the Modify panel. From the Modifier
List, choose MapScaler.
NoteBe sure to choose
“MapScaler” from the list, and not “MapScaler (WSM)”. The world-space
(WSM) version of MapScaler has a similar effect, but is not quite
the same.
The MapScaler modifier
maintains the map scale relative to the object (in this case, the
roof), and by default it wraps the texture so the shingles follow
the angles of the roof.
TipNot all game engines
recognize the MapScaler modifier, but if you apply MapScaler and
then collapse the object to an Editable Mesh or Editable Poly, the
texture mapping will be “baked in” to the model, and game engines
will recognize the mapping.
Texture the windows:
The windows use another
small feature to ensure correct mapping.
- In the Warning: Isolated Selection dialog,
click Exit Isolation Mode.
- Click one of the purple
windows to select it. The windows are a single grouped object named Windows.
- Right-click the viewport, and choose
Isolate Selection from the quad menu.
- In the Slate Material Editor, drag a
new Standard material node to the active View, double-click it,
and name the new material HouseWindows.
- In the Shader Basic Parameters rollout,
click to turn on Face Map.
When Face Map is on,
a texture map is applied to each face of an object individually.
- Drag a new Bitmap node to the active
View, choose window.jpg as
the texture, then wire the new Bitmap node to the Diffuse Color
of the HouseWindows material node.
- Click the HouseWindows material node
to make it active.
- Click (Assign Material To Selection),
and then turn on (Show Map In Viewport).
- In the Warning: Isolated Selection dialog,
click Exit Isolation Mode.
Texture the front door:
Like the walls, the front
door of the house is a straightforward texture mapping.
- Click to select the Door object.
- In the Slate Material Editor, drag a
new Standard material node to the active View, double-click it,
and name the new material WoodBoards (you
will use it elsewhere in the scene).
- Drag a new Bitmap node to the active
view, choose wood.boards.jpg as
the texture, then wire the new Bitmap to the Diffuse Color of the WoodBoards material
node.
- Drag a second Bitmap node to the active
View, choose wood.boards.bump as
the texture, and wire this Bitmap to the Bump component of the WoodBoards material
node.
- Double-click the WoodBoards node so
you can see its parameters, then on the Maps rollout, increase the
Bump Amount to 70.
- Click (Assign Material To Selection),
and then turn on (Show Map In Viewport).
- Apply a UVW Map modifier
to the door. Change the map projection to Box, and set Length =
Width = Height = 4.0m.
This completes your texturing
of the house.
Save your work:
- Save the scene as my_fieldhq_farmhouse.max.