Next, you will add materials
to the barracks. Materials for the barracks use texture maps, as
the ammunition canister does, but they also use bump mapping to
create a more three-dimensional appearance.
Set up the lesson:
- Continue from the previous lesson, or open army_compound01.max.
Isolate the barracks:
- On the main toolbar, open the Named Selection
Sets drop-down list, and choose the barracks selection
set.
3ds Max selects the
barracks buildings.
- Right-click the viewport to display the
quad menu, and choose Isolate Selection.
3ds Max displays the
barracks in the center of the viewport, and hides the other scene
geometry.
- Use (Orbit) and (Field-Of-View) to adjust the
view so you can clearly see the barrack walls.
Texture the barrack walls:
- Turn on (Select Object), then click
an empty area of the viewport to deselect the barracks set.
- If it is not already visible, display the Material Editor.
TipBesides the toolbar
button, another way to display the Material Editor, or to restore
it if it is minimized, is simply to press M.
- On the Slate Material Editor menu bar,
choose Options Propagate
Materials To Instances to turn it on. (When this option is turned
on, a check mark appears before its name.)
Like the oil tanks and
generators, the barracks objects, roof, walls, and floors, are instances
of each other. By turning on this option, you can apply a material
to all the objects of one type by dragging and dropping to only
one object.
- In the Slate Material Editor, drag another
Standard material node into the active View. Double-click the node
to display the material parameters, then in the Name field, change
the name of the material to BarracksWalls.
- In the Slate Material Editor Material/Map Browser
panel, at the left, locate Maps Standard Bitmap, and drag this map type into the
active View.
3ds Max opens a file
dialog.
- On the file dialog, choose planks.jpg, and then click Open.
- Wire the new planks texture to the BarracksWalls material
node’s Diffuse Color component.
- Click the new Bitmap node to make it
active, and on the Slate Material Editor toolbar, click (Show Map In Viewport) to
turn it on.
The BarracksWalls material
now has an image of the planking.
- Drag the BarracksWalls node
output socket to the leftmost barrack walls.
All three barracks now
show the BarracksWalls material.
The planks texture shows
dirt at the bottom of the wall, but with default mapping coordinates,
the dirt appears just above each doorway, instead.
Use UVW Map to adjust the planks:
- Select Barracks01-Walls, and
then go to the Modify panel.
- Use the Modifier List to apply a UVW
Map modifier.
- In the Parameters rollout Mapping group, change
the projection type to Box. Also set Length = Width = Height = 4.0m.
Now the planking texture
is correctly aligned with the walls.
Add a bump map to the planks material
to improve realism:
If you take a closer
look at the barracks, you can see that the texture looks good, but
it also has a flat appearance, smoother than aged wood typically
appears.
You can improve the appearance
of the plank walls by using bump mapping.
Bump mapping makes an object appear to have a bumpy or irregular
surface.
- In the Slate Material Editor Material/Map Browser
panel, at the left, locate Maps Standard Bitmap, and drag another Bitmap node into
the active View.
3ds Max opens a file
dialog.
- On the file dialog, choose planks.bump.jpg,, and then click
Open.
3ds Max adds the node
to the active View.
This map is simply a
black-and-white version of the planks.bmp map
itself.
Bump mapping uses intensities
in the map to affect the surface of the material when you render
it: white areas appear higher, and black areas appear lower. This
is why the bitmap you use for bump mapping is often a black-and-white
version of the map you use for texture.
- Wire the node to the Bump component of
the BarracksWalls material.
As it did for the other
Bitmap nodes, 3ds Max adds a Controller node for the bump map’s
Value.
TipPressing L tells the Slate Material Editor
to lay out nodes in the active View.
- Bump mapping isn’t displayed in the viewports,
so click (Render Production) to see
the effect of the new map.
To get an even more weathered
look, you can increase the bump mapping Amount.
- Double-click the main BarracksWalls material
node, and then on the Maps rollout, increase the Bump Amount to 75.
NoteYou might notice
a couple of user-interface changes that happened when you assigned
the map for bump mapping: a check box indicates that bump mapping
is turned on, and the Bump button now shows the name of the map: planks.bump.jpg.
- Click (Render Production) again.
Now the planks appear
extremely weathered.
Texture the barrack roofs:
You will use a similar
method for the roofs and floors of the barracks.
- Increase the Field-Of-View so you have
a good view of the barrack roofs.
- Select Barracks01-Roof.
- Clear the Slate Material Editor active View.
- In the Slate Material Editor, drag another
Standard material node into the active View. Double-click the node
to display the material parameters, then in the Name field, change
the name of the material to BarracksRoof.
- In the Slate Material Editor Material/Map Browser
panel, at the left, locate Maps Standard Bitmap, and drag this map type into the
active View.
3ds Max opens a file
dialog.
- On the file dialog, and then choose metal_plate.jpg as the texture
map.
- Wire the new Bitmap node to the Diffuse
Color component of the BarracksRoof material.
- Click the BarracksRoof material node
again to make it active.
- Click (Assign Material To Selection),
and then click (Show Map In Viewport) to
turn it on.
In the viewport, the
map appears on the barrack roofs. However, it is oriented the wrong
way: the corrugated plates should lie along the slope of each roof
instead of lengthwise.
TipThe map should be
applied to all three roofs. If it isn’t, Propagate Materials To
Instances was not on. Choose Options
Propagate Materials To Instances to turn
this option back on, and try applying the map again.
- Double-click the Bitmap node with the metal_plate.jpg texture. On the
Coordinates rollout, change the W Angle to 90.0 degrees.
- Go to the Modify panel, and use the
Modifier List to apply a UVW Map modifier.
At first this appears
to lose the W-Angle correction you just made, but changing the modifier
alignment will fix that.
- In the Parameters rollout Alignment group, choose
Y as the alignment axis.
Now the metal plates
are oriented correctly again.
- Also on the Alignment rollout, click
Fit.
This sets the Width to
its correct value of 7.04 meters.
- In the Parameters rollout Mapping group, change
Length to also equal 7.04m.
(Make sure you leave
the UVW Map projection set to Planar, the default.)
The roof texture now
has the correct size and orientation.
- In the Slate Material Editor Material/Map Browser
panel, at the left, locate Maps Standard Bitmap, and drag another Bitmap node into
the active View.
3ds Max opens a file
dialog.
- On the file dialog, choose metal_plate.bump.jpg as the texture.
- Wire the new Bitmap node to the Bump
component of the BarracksRoof node.
- Double-click the new Bitmap node to display
its parameters. On the Coordinates rollout, change the W Angle to 90.0 to
match the texture.
- Double-click the BarracksRoof material
node. On the Maps rollout, increase the Bump Amount to 90.
- Click (Render Production) to see
the effect.
At the eaves of the roofs,
the texture “slops over” a bit. In this scene, it isn’t a problem
because usually you will render the barracks from a distance. Of
course, the bump mapping isn’t too apparent at a distance, either. Whenever
you texture a scene, bear in mind how much detail you want to use
to make the scene believable.
Texture the barrack floors:
Texturing the barrack
floors should now be a familiar process
- Select Barracks01-Floor.
- Add a new Standard material node to the
active View, double-click it, and name the material BarrackFloors.
- Add a new Bitmap node, choose wood_batten.jpg as the texture,
then wire it to the Diffuse Color of BarrackFloors.
- Click the BarrackFloors material node
again to make it active.
- Click (Assign Material To Selection),
and then turn on (Show Map In Viewport).
- Add another Bitmap node, choose wood_batten_bump.jpg as the texture,
then wire it to the Bump component of BarrackWalls.
- Double-click the BarrackFloors material
node, and on the Maps rollout, change the Bump amount to 90.
- Apply a UVW Map modifier
to Barracks01-Floor. Leave the projection
set to Planar. Set Length = Width = 4.0m.
You don’t need to adjust
the orientation of the floorboards.
Now the barracks are
completely textured.
Use the Barrack Materials
for the Sentry Box
Now that you have textured
the barracks, you can use the same materials for the sentry box.
The trick is to use the same materials and the same
UVW Map settings.
Change the view:
- Minimize the Slate Material Editor.
- In the Warning: Isolated Selection dialog,
click Exit Isolation Mode to return to a general view of the scene.
- Click the Point Of View (POV) viewport
label, and choose Cameras Camera02.
This gives you a view
of the completed barracks, and the unfinished sentry box.
The new view lets you
see the roofs, walls, and floors of the completed barracks, and
also the roof, walls, and floor of the sentry box, which doesn’t
yet have materials applied.
- Click the Point Of View (POV) viewport
label, and choose Perspective.
Changing to a perspective
view doesn’t change what appears in the viewport, but in the perspective
view, you can navigate without changing the camera settings.
Copy the barracks floor material:
- Click one of the Barracks0X-Floor objects
to select it.
- Ctrl+drag
the UVW Mapping entry in the floor object’s modifier stack, and
drop this modifier instance over the floor of the sentry box. (Before
it has a material, the floor appears blue.)
The sentry box floor
now has the correct mapping, but it still needs its material.
- Press M to
open the Slate Material Editor, then drag from the output socket
of the BarrackFloors material to the
sentry box floor.
Now the floor has both
the material and the correct mapping.
Copy the roof and wall materials:
- For the roof and walls of the sentry
box, follow the same steps you did for the sentry box floor: First
select a barracks roof or wall, Ctrl+drag
UVW Mapping from the modifier to the corresponding sentry box object,
then wire the appropriate material to the roof or walls.
If the material is no
longer visible in the active View of the Material Editor, then on
the Browser panel open the Scene Materials group, drag the material
into the active View, and choose Instance.
NoteThe order in which
you apply the material and the mapping doesn’t matter. The important
thing is to assign the material and the UVW
Mapping, so that the materials render correctly.
Create a new, 3D material for the sentry bar:
For the sentry bar, which
blocks or permits vehicle access to the compound, you can use a
simple material with a procedural map named Gradient Ramp.
- On the main toolbar, open the Named Selection
Sets drop-down list, and choose the sentrybox selection
set.
3ds Max selects the
sentry box.
- Right-click the viewport, and choose
Isolate Selection from the quad menu.
- Use (Orbit) and (Field-Of-View) to adjust the
view so the sentry bar is clearly visible.
- Select the sentry-bar object.
- In the Slate Material Editor, drag a
new Standard material node to the active View, double-click the
node, and name the new material SentryBar.
- From the Material/Map Browser Maps Standard group, drag a Gradient Ramp node
into the active View. Wire this node to the Diffuse Color component
of the SentryBar material.
- Click the new SentryBar material node
to highlight it, then click (Assign Material To Selection) and (Show Map In Viewport).
- Double-click the Gradient Map node to
see its parameters.
Gradient Ramp is a 3D
procedural material like the Noise material you used for the generator
casings.
- In the Gradient Ramp Parameters rollout,
change the Interpolation type to Solid.
The gradient display
changes to two solid colors, one of them black.
- Double-click the arrow-shaped slider
at the middle of the gradient display. This slider controls the
color to its right (you could use the first slider on the left to
adjust the black color.)
3ds Max opens a Color
Selector.
- On the Color Selector, change the second
gradient color to orange: Red = 255, Green = 150,
Blue = 0.
- Click OK to close the Color Selector.
- On the Coordinates rollout, change the
U Tiling value to 10.0.
The material changes
from two color areas to multiple stripes.
- Also in the Coordinates rollout, change
the W Angle value to –2.5.
Now the stripes have
an angle to them.
View the entire scene again:
- In the Warning: Isolated Selection dialog,
click Exit Isolation Mode.
- Click the viewport label and choose Cameras Camera01.
- Click the viewport label again and choose
Perspective.
Save your work:
- Save the scene as my_fieldhq_barracks.max.