The next object to texture
is the arbor trellis on the balcony of the house. Its geometry is
complicated, and requires a new mapping technique.
Set up the lesson:
- Continue from the previous lesson.
Create the weathered wood material:
- Drag an Arch & Design material from
the Browser into the active View, and double-click the new material
node so you can see its parameters. Name this material Trellis.
- On the Templates rollout, open the drop-down
list of templates, and choose Matte Finish.
- Assign a Bitmap to the Diffuse Color
Map node of the Trellis material.
3ds Max Design opens a file
dialog. In the file dialog, navigate to the \sceneassets\images folder, choose
the file oldwood.jpg, then
click Open.
- Click the Bitmap node to make it active,
then on the Slate Material Editor toolbar, click (Show Standard Map In Viewport)
to turn it on.
Apply the material:
- If the Layers toolbar isn’t visible,
right-click the gray area to the right of the main toolbar, and
choose Layers to display this toolbar.
- From the drop-down list of layers on
the toolbar, choose Vine, and then click (Select Objects In Current
Layer).
This selects the arbor
trellis that can support a grapevine.
- In the Slate Material Editor, click the Trellis material
node to make it active, then on the toolbar, click (Assign Material To Selection).
You can’t see the texture
in viewports yet, because the trellis is made of editable meshes.
- Right-click to display the quad menu,
and choose Isolate Selection.
- Click the Point Of View (POV) viewport
label (it now shows “Camera-Terrace”) and choose Perspective.
- In the Perspective viewport, use (Zoom), (Pan), and (Orbit) to adjust the viewport
so it shows a closer view of the trellis.
Map the trellis:
The trellis requires
a mapping modifier, but UVW Map won’t work. If you were to try (you
don’t have to go through the steps), you could see that none of
the projection options work, because of the crosswise configuration of
the trellis beams.
The solution is to use
a Mapscaler modifier instead of UVW Map.
- On the Modify panel, choose Mapscaler
from the Modifier List drop-down list.
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 each object (in this case, the
cylindrical beams), and by default it wraps the texture so the wood
grain wraps around each beam.
- On the Mapscaler Parameters rollout,
change the Scale to 1.0m (meter).
This effect is already
good, but the grain should actually follow each beam. Adjusting
the Mapscaler and map settings can fix this.
- In the Slate Material Editor, double-click
the Bitmap node so you can see its parameters, then on the Coordinates
rollout, change the W angle to 90.0 degrees.
Now the beams in the
trellis look the way they should.
The effect of the Mapscaler
modifier shows up even better if you render the close-up.
- On the Warning: Isolated Selection dialog,
click Exit Isolation Mode.
- If a Select Camera dialog appears, choose
Camera-Terrace, and then click OK; otherwise, click the Point Of
View (POV) viewport label (it now shows “Perspective”), and choose
Cameras Camera-Terrace
to restore the long camera view.
- In the Slate Material Editor, line the Trellis nodes
up with the other materials you’ve already created, then minimize
the material node.
Save your work:
- Save the scene as my_villa_trellis.max.