The basics of a Opacity map is to add transparency to parts of your model. In a Opacity map there is just black, grey or white colors. The Black areas allow for full transparency, Grey allows semi transparency and White blocks any transparency. For the 50 Cal gun we need full transparency for the holes in the first gun segment.
In Part 2 of this 3ds Max tutorial, we will Texture Map the German WII HO 229 flying wing model.
Hi all, welcome to our brand new section of shading and lighting in 3ds Max. This is our new tutorial on 3Ds Max shading, in this video tutorial we will show you how to create a glass shader in 3Ds Max 2011 without using any external shader like mental Ray shader or V-Ray Shader. At the end We will show you how to make your Shader look more realistic and detail than the normal sort of look in the object by using the falloff map.Hope you all will enjoy and learn.
In the following tutorial we will create an advanced rusty metal shader. Although the tutorial makes use of vray renderer’s vray blend material, you can also use shellac material if you are not a vray user
A tutorial that shows you how to efficiently use the unwrap modifier in 3ds max 2012.
A very detailed tutorial that shows you how to unwrap complex organic 3d models in 3d max 2012
The basics of a Specular map is to add more realistic light reflection to your model.
In a Specular map there is just black, grey or white colors. The white areas allow full Specular light, the gray not so much, and the black blocks any Specular lighting.
For the 50 Cal we will use the brightest highlights where we want chipped paint to look like shiny steel.
You can learn the simplest way of making gold colour using 3d max, and how to render it. This tutorial is special for beginners. You can complete it in less than 5 minutes.
This 3DS Max video tutorial explains how to create a glass material through Arch&Design and Raytrace materials.
The basics of a Diffuse map is to add a color texture that fits over the Normal Map.
This Diffuse map is created from the Normal map layers by using Layer style effects.
The colors should not be too dark, so as not to block the Normal Map shadows on the model. The light colors, should not be so bright, so as not to block the Normal Map highlights on the model.
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