Apr 07, 2011 — 3 comments
In this quick tutorial, we'll look at the Material Editor found within 3DS Max and see the different funtionalities built into it. We'll look at changing diffuse, specular and normal maps, how to apply them and even how to change the number of material slots that show up in the Editor as a default.
In this tutorial I will show you how to unwrap the car surfaces in order to create a texture them. To unwrap the car we will use the “Unwrap UVWs” modifier from 3DS max and to create the texture, we will use Photoshop, ori you can use any other similar software you want.
This is the second chapter of the Chess set tutorial. In this chapter we will show you how to texture the chess set
This is the second chapter of the "Speaker" tutorial where you will learn how to unwrap your model and apply a texture
Learn how to easily transfer one UV channel to another, in order to create a proper 2nd UV channel for use in UDK or other game engines that require it for lightmaps!
One of the most distinctive characteristics of the velvet/suede finish is its soft textured effect with two contrasts that transce...
Miklós Bencz shares how he goes about texturing a classic video game fantasy weapon in Photoshop and 3ds Max.
Gvido Murnieks tackles the subject of painting multiple materials with Vertex Paint to ensure a smooth transition between materials when they're applied to an object.
In this tutorial we will learn how to create facial hair for our character using 3ds max hair and fur modifier, this modifier give...
Learn how to get reflection and refraction without anti-aliasing problem using Scanline renderer in 3dsmax
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