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Forum Index - Texturing - Uvw unwrap, how to set materials attributes

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-Oscar
Junior Member
Oscar

2 years ago
Hi,

I'm using 3ds max 9 and am new to 3D work in overall. I have just unwrapped my first model and I'm curious if it's possible to in a way set different material attributes to specific parts of my texture? I am making a large ship and if I for example wanted the deck to be more shiny than the sides how could I do this? The texture is in the same .jpg. Thanks in advice.


-Dave
Member
Dave

2 years ago
you most certainly can. use a multi/sub material and you can add as many different variations of the texture as you want. then go to the modify tab and click on select by polygon, face, or element. then select the part of the model that you'd like to set the subtexture for. Lastly, under "surface properties" go to Set ID: and set it to the number of the subtexture that you want to apply.

see attached picture

Dave

"I came! I slept! I went home!"

-Tyson
Senior Member
Tyson

2 years ago
assigning different materials to different polygon selections is probably the easiest method. certainly in the case of a ship where there are clearly defined sections, but in a situation where you want to use a continuous mesh with different materials across the surface such as say a face with skin on one side and shiny reflective metal on the other. Once you have the uvs you can paint a black and white mask in photoshop to use as a mask in a blend material.
That way you can have a very specific blend between the two materials that isnt limited to different polygon selections.

-Oscar
Junior Member
Oscar

2 years ago
Thanks for your replies.

I'm not sure if I'm doing it right, but does this mean I must have the deck as one material ID, and the sides as another? Because apparently my model was already set in different material ID's, and whenever I try to exit the uvw unwrap modifier I get a "dependent on topology" warning. If I ignore this, and change the ID's to what I want, the current textures are all becoming a mess.


Edit:
Seems to work now! I'm not exactly sure why, but I scrapped my old material and made a new one and went from there following the instructions smile.gif Thanks a bunch.

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