managing materials in 3ds max design: the lego man getting dressed tomas benzon, dtu/mek, july 2013

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Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

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Page 1: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Managing materials in 3ds Max Design:

The LEGO MAN getting dressed

Tomas Benzon, DTU/MEK, July 2013

Page 2: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

This tutorial is a continuation of Visualization of the LEGO man, describing how to place him in a virtual photo studio, arranging light and a camera, allowing you to render him, and save the pictures.

Here I will demonstrate how to put materials and textures on him, imitating the looks and appearances from real life, in order to create realistic looking images.

Before starting this tutorial you must copy the map Bitmaps to your X-drive:

R:\Kurser \41618-3ds Max Design\Bitmaps.

That done, open your completed Visualization of the LEGO man 3ds Max file, containing Mr. Lego himself, a studio and a lamp.

Page 3: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

My plan is to dress him up with a jacket and a shirt…

So let us begin…

Right-Click on his torso and choose Isolate Selection.

Page 4: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

You should only see the torso now.

Right-click it and choose convert to Editable poly.

Now it is time to define which polygons on the torso should be covered by a jacket (they get ID 1)…

And which ones by a shirt. (they get ID 2)

Page 5: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

First we define the ID 1 polygons: Arrange a top view…

Select the torso…

Click the Modify button…

Enter Polygon level…

Page 6: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

And choose all the polygons of the torso, using CTRL + A.

Set ID = 1…

Page 7: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

And now the ID 2 polygons:

Still in top view, click in the background to deselect the polygons…

Choose from right to left the polygons on his chest and set their ID = 2

Page 8: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Rotate the view and use Select ID to check the polygon ID values. Here, it looks like most of the bottom polygons are ID’ed to 2. They should be converted to ID 1…

So: Jacket = ID 1 Shirt = ID 2

Remember this!

Fashion dictates that Mr. Lego dresses in a giraffe patterned jacket and a striped shirt.

To be able to control the size and the placement of these patterns, we need to place 2 UVW Maps on his torso.

Page 9: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Select the ID 1 polygons and Choose UVW Map as shown.

This way the Map will be assigned to the ID 1 polygons.

Page 10: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Name the UVW Map UVW jacket,

choose Box Mapping,

with L W H = 10,10,10

Check that Real-World Map size is Off,

and notice Map Channel = 1

Page 11: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click the Editable Poly bar, enter Polygon level and select the ID 2 polygons…

Repeat the previous UVW procedure, only with Box L W H = 12,12,12 (so you dont mix up the two UVW boxes) and set Map Channel = 2

Page 12: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

It should look like this… The torso is ready to get dressed.

Now it is time for the Jacket and Shirt material to be designed, using the Material Editor.

Press M to open it…

Page 13: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

The Material Editor is opened. If it looks different on your screen, choose Modes and change from slate to compact

A quick overview:

Sample slot. This one is the active one, shown by the white edge

Naming field

Entry to the Material/Map browser

Close-up view: If you double-click the active Sample slot you will get this closer look. Check that Auto-update = On

Page 14: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now we will design two materials - Jacket and Shirt - and later combine them in a new material: Torso-dress.

Click in the top left Sample Slot. In the Naming field write Giraffe.

Open the Material/Map browser…

Page 15: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

In the Material/Map browser, under the Mental Ray bar, double click the Arch & Design tab – The browser closes.

the Arch & Design is a group of premade materials.

Page 16: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

In the (Select a template) field, choose Pearl Finish

Page 17: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

In the Diffuse zone, click in the Color field and choose a green color.

Double click on the Sample slot to get a Magnified view.

Please notice:

1)The small square to the right of the Color field

2)The similar layout of the Reflection and the Refraction zones

Confused? The Material Editor is Huge…

Page 18: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

If you click the small square to the right of the Color field, you can replace the green color with a Map.

Here we will use a Bitmap (an image Map)…

Click the square - Again the Material/Map browser opens…

and double click Bitmap...

Page 19: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

A new browser opens…

Now you should navigate to the Bitmap folder you copied to your X drive…

Choose giraffe.jpg and close the browser.

Page 20: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

The sample slot updates. Please note that Map Channel = 1…

Click the Go to Parent button to go to the top level of the material.

Now we have created a material…

Page 21: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

And now we will create a new one…

Put the cursor on the sample slot and drag and drop a copy next to it.

Name it Stripes…

Click on the M in the diffuse zone…

This time the Material/Map browser does not open..?

A bit downward a new bar, Bitmap Parameters opens...

Page 22: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Under the bar Bitmap Parameters you will see the path to the Giraffe.jpg image.

Click on it and replace Giraffe.jpg with Shirt-stribes. Jpg…

The sample slot gets a new look…

Change Map Channel from 1 to 2 and click the Go to Parent button

This was material no. 2…

Page 23: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now we will combine the two materials we have created.

Click an empty sample slot…

Open the Material/Map browser…

Under the Standard bar double click the Multi/Sub-Object material…

When asked, choose discard old material…

Page 24: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Notice that there is an ID for each submaterial…

Under the Multi/Sub-Object Basic Parameters bar, click the Set Number button and type 2…

Page 25: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Drag and drop the Giraffe material to the None button as shown…

Choose Instance, when asked. (this means that if you modify your original material, the change will be repeated in the new material)…

In the Name field, write Jacket…

Repeat the procedure with the Shirt-stribes material….

Name the new material Torso-dress…

Page 26: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

A Multi/Sub material has now been created…

Now it is time to test it – the following procedure can later be skipped, when you have got more experience with materials…

Page 27: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Right-Click on the screen background and choose Unhide all…

Answer No to unhide all layers…

When the whole figure is visible, click the screen background to deselect him…

Page 28: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click the Layer icon to check which layer mr. Lego is placed on. This should be the active one…

Close the Layer dialogue…

Zoom out a bit to give room for creating a Box…

Its dimensions are not critical…

Page 29: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

The box may look like this…

Right-click it and choose convert to Editable Poly…

Page 30: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Enter the Polygon level…

Press Ctrl + A to select all its polygons…

Set ID = 1

Page 31: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

With all the faces still selected, create a UVW map…

Page 32: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Make the UVW box – shaped and LWH 10 x 10 x10…

Notice the default Map Channel = 1

Page 33: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click background to deselect the box…

Enter the Material editor again, this time to ensure that the new material will display correctly:

Click the Giraffe button…

Page 34: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click the Show shaded Material in Viewport button…

Click the Go forward to Sibling button to do likewise with the Stribes Submaterial…

Done that, Click the Go to Parent button to reach top level once again…

Page 35: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Drag and drop the Torso-Dress material to the box…

Submaterial 1 seems to work…

Page 36: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now we will test Submaterial 2…

Click the box, enter the Polygon level, and change the ID of the polygons from 1 to 2…

Page 37: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now activate the UVW Map and change Map Channel from 1 to 2…

Page 38: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click screen to deselect…

Submaterial 2 looks OK…

You may create a new layer, place the box on it and make the layer invisible if you want to reuse the box for testing of other materials…

Page 39: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now drag and drop the Torso-Dress material to his torso…

It almost got right…His shirt is buttoned a bit unconventionally…

Page 40: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Small problem…

click his torso…

Select the UVW Shirt…

Change the Alignment from Z to Y…

And the shirt looks normal…

Page 41: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

In the following I have dressed his right arm. The procedure was:

Select the arm, right click it and convert it to an Editable Poly…

Enter Polygon level, select all the polygons and set their ID = 1…

Assign a UVW Map, this time with a Cylindrical mapping as this shape best resembles the geometry of the arm. On the model you can see the UVW map is in need of some adjustment.

The UVW cylinder can be adjusted by clicking on the small + sign to the left of the UVW name.

Underneath is a Gizmo…

Page 42: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Using the UVW Gizmo to rotate and scale, the UVW map has been adjusted…

Page 43: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now deselect everything…

Using drag and drop the Torso-Dress material is applied to his arm…

Page 44: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

The UVW Map Gizmo is used once more – here by rotation - to fine tune the pattern, so it matches his torso…

Additionally you can try out the alignment X Y Z buttons…

Page 45: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

His left arm now has got the same treatment…

Notice that sometimes things just do not look right, even though you have done everything correctly.

Remember to deselect everything when you want to check the looks of your work.

If something looks strange even when deselected, you must look for errors in your setup. This calls for detective work and methodology, as the there are many spots where settings could be wrong.

Try to apply your material on other items (the test boxes we did earlier) to filter out the error.

Some times it works to save your file, close and reopen it.

When working with 3ds Max you spend a lot of time tweaking and testing.

Getting routine will speed up your work…

Page 46: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Now his head needs some treatment…

Page 47: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

We will construct a new material for this purpose:

Copy the Giraffe material to a new slot and enlarge this (page 17)…

This way we will reuse its settings…

Rename the material Head…

Locate the small M in the Diffuse zone and click on it…

Page 48: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click on the path to the Giraffe.jpg image and replace it with LEGO-head.jpg…

Click the Go to Parent button to return to top level…

Page 49: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Click on his head to make it active and convert it to an Editable Poly…

Set the polygons ID to 1…

Attach a UVW Map as shown. Use X, Y and Z to align…

Verify that its Map Channel = 1

Page 50: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Drag and drop the enlargement on his head…

Deselect his head to take a proper look…

Page 51: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Use the UVW map’s Gizmo to rotate and move the map so it fits like this…

Page 52: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Done with fashion and hairdressing…

Time for a snapshot…

Go to wireframe and unhide the layers with the study, camera and lights…

Go in 4-View mode and make the Camera view the active one…

Page 53: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

Done with fashion and hairdressing…

Time for a snapshot…

Go to wireframe and unhide the layers with the study, camera and lights…

Go in 4-View mode and make the Camera view the active one…

Page 54: Managing materials in 3ds Max Design: The LEGO MAN getting dressed Tomas Benzon, DTU/MEK, July 2013

I opened the Rendered Frame Window, (under the Rendering menu, remember?) and shot this picture, using the settings from the VISUALIZATION OF THE LEGO MAN tutorial…

I have so far only touched a few of the many parameters in the Material Editor …

You will learn a lot by doing your own experiments and use the Help (F1) in 3ds Max…