Recommendation: NSDT scene editor helps you quickly build 3D application scenes that can be redeveloped
1. Create the principal
step 1
Open 3ds Max . With the robot head selected, click the mouse a second time and choose Hide Unselected . The rest of the robot, except the head, will be hidden.
Open 3ds Max
step 2
In the face selection mode, select the outer surface, as shown in the figure below.
face selection mode
step 3
With the faces selected, go to the Polygon:Material ID option and set the ID value to 1 .
Polygon: Material ID
step 4
Go to Edit > Invert Selection . Alternatively, you can press Ctrl-I .
Edit > Select Invert
step 5
With the inverted face selected, set the Set ID value to 2 .
set logo
2. Expand
step 1
Press M to open the material editor . Click Standard and choose the Multi/Sub-Object option from the menu .
material editor
step 2
Click on the Set Number and set the Material Amount to 2 . Click OK .
Number of Materials
step 3
Click on the "None " option for ID 1 and select the " Standard " menu from it.
standard
step 4
Click on the Diffuse channel and choose Bitmap . I have a metal texture that will be used as a bitmap.
diffuse channel
step 5
Click on the "None " option for ID 2 and select Glass from the Autodesk Entities menu .
Autodesk Solid Glass
step 6
Apply a UVW Map modifier using a spherical map .
UVW map
step 7
Apply a TurboSmooth modifier with an Iteration value of 2 .
turbo smooth
step 8
Render the frame and it will look like this.
render frame
step 9
With the robot's hand joint mesh selected, right-click the mouse and select Hide Unselected . The rest of the robot gets hidden except the hand joint mesh.
hide unchecked
Step 10
Apply the Unwrap UVW modifier to the hand joint mesh.
Unpacking UVW
step 11
Turn off the Map Seams option. It will turn off the default map seams.
map seams
Step 12
Turn on the Point-to-Point Seam option and make a thin seam, as shown in the image below.
point to point seams
Step 13
Click the Open UV Editor button. You will see the Mesh UVW window expanded in Edit .
Open the UV editor
Step 14
In the same way, turn on the UV of the hand mesh.
Edit UVW window
Step 15
In the same way, turn on the UV of the foot mesh.
Edit UVW window
3. Apply Textures
step 1
Open Photoshop . Import a saved unwrapped UVW image.
Open Photoshop
step 2
With the help of various metal textures, I made a UVW texture as shown in the image below.
UVW texture
step 3
After saving this texture file in Photoshop , go to 3ds Max and press M to open the Material Editor . With the empty slot selected, click on the Diffuse channel. Apply and save in Photoshop.
Material Editor
Step 4
Apply the texture to the hand joint mesh. Render the frame and you'll see something like this.
render frame
step 5
In the same way, various textures were created and applied to various parts of the robot. The rendered frame will look like this.
render frame
in conclusion
Textures are an important part of CG. Only realistic textures can make 3D objects as original as live-action scenes, which is a very important part of VFX, especially when you want to seamlessly merge 3d objects into live-action scenes.
In the next installment of this tutorial series, I'll show how to rig, skin, and animate the robot.
Original link: How to create a giant robot that can be used in real-life scenes in 3ds max: Part 2 (mvrlink.com)