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Textures and Materials in 3ds Max

with Steve Nelle

Video: Welcome

An in-depth look at the art of creating lifelike skins and textures for three-dimensional surfaces using 3ds Max 2010.
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  1. 4m 41s
    1. Welcome
      1m 34s
    2. How to use this course
    3. Using the exercise files
      2m 8s
  2. 42m 13s
    1. Building a realistic material
      4m 48s
    2. Material Editor overview
      7m 34s
    3. Important Material Editor tools and icons
      5m 23s
    4. When the sample slot looks wrong
      3m 7s
    5. Applying and retrieving materials
      6m 10s
    6. Copying and pasting materials and maps
      6m 36s
    7. Using the Asset Browser
      5m 50s
    8. Selecting the right rendering engine
      2m 45s
  3. 23m 58s
    1. Blinn
      4m 37s
    2. Phong
      2m 14s
    3. Oren-Nayer-Blinn
      2m 46s
    4. Metal
      1m 43s
    5. Strauss
      2m 36s
    6. Anisotropic
      2m 50s
    7. Multi-Layer
      4m 5s
    8. Translucent
      3m 7s
  4. 35m 39s
    1. Diffuse
      4m 44s
    2. Bump
      3m 20s
    3. Opacity
      4m 16s
    4. Specular Level and Specular Color
      4m 27s
    5. Self-Illumination
      3m 18s
    6. Reflection
      4m 53s
    7. Refraction
      4m 43s
    8. Displacement
      5m 58s
  5. 1h 18m
    1. Standard
      2m 4s
    2. Blend
      7m 25s
    3. Double-Sided
      8m 17s
    4. Top/Bottom
      6m 48s
    5. Multi Sub-Object
      14m 9s
    6. Matte Shadow
      7m 6s
    7. Ink and Paint
      6m 44s
    8. mental ray Arch and Design materials
      12m 44s
    9. mental ray ProMaterials
      13m 27s
  6. 1h 16m
    1. Bitmap editing
      12m 22s
    2. Using noise maps
      9m 22s
    3. Using other procedural maps
      11m 33s
    4. Using gradient maps
      7m 51s
    5. Creating realistic reflections
      10m 50s
    6. Using composite maps to layer images
      12m 47s
    7. Using mix maps
      5m 40s
    8. Adjusting the color of a map
      5m 51s
  7. 1h 4m
    1. The UVW map modifier
      3m 45s
    2. Mapping coordinate types
      9m 56s
    3. Controlling map placement on a surface
      8m 54s
    4. The importance of mapping location in the Modifier Stack
      4m 15s
    5. Mapping at the sub-object level
      14m 46s
    6. Mapping lofted objects
      3m 33s
    7. Using multiple map channels
      3m 40s
    8. The Unwrap UVW modifier
      10m 12s
    9. Pelt mapping
      5m 26s
  8. 53m 1s
    1. Animating materials and maps
      15m 0s
    2. Creating realistic glass
      12m 30s
    3. Creating and positioning decals
      7m 24s
    4. Creating billboard tree maps
      9m 3s
    5. Using material ID numbers to add glow
      9m 4s
  9. 14m 15s
    1. Material library essentials
      6m 21s
    2. Creating a custom material library
      3m 48s
    3. Accessing materials from a different project
      4m 6s
  10. 22m 26s
    1. Creating a metal rivet
      9m 9s
    2. Building the hot metal material
      6m 26s
    3. Tweaking the materials
      3m 10s
    4. Animating the look of the hot metal material
      3m 41s
  11. 28m 33s
    1. Building the handle material
      3m 3s
    2. Building the hand guard material
      3m 45s
    3. Building the trim material
      2m 35s
    4. Building the blade material
      2m 41s
    5. Applying and mapping the handle material
      3m 7s
    6. Applying and mapping the hand guard and trim materials
      4m 11s
    7. Applying and mapping the blade material
      1m 34s
    8. Applying the final touches
      7m 37s
  12. 19m 29s
    1. Building the logo in Photoshop
      3m 15s
    2. Adding the text
      3m 17s
    3. Creating the image's alpha channel
      2m 32s
    4. Creating the logo material in 3ds Max
      4m 8s
    5. Mapping the object using multiple map channels
      6m 17s
  13. 22s
    1. Goodbye

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Textures and Materials in 3ds Max
Video duration: 0s 7h 44m Intermediate


Textures and Materials in 3ds Max with instructor Steve Nelle takes an in-depth look at the art of creating lifelike skins and textures for three-dimensional surfaces using 3ds Max, one of the world's most widely used 3D packages. This course covers popular material and shader types, including mental ray ProMaterials, methods for properly positioning maps, and some of the lesser-known advanced features of the Material Editor. Techniques are demonstrated using three practical project examples. Exercise files accompany the course.

Topics include:
  • Creating surfaces and textures with maps
  • Making 3D object surfaces look believable
  • Mapping sub-object materials
  • Layering images with composite maps
  • Creating realistic glass and reflections
  • Using mental ray Arch & Design and ProMaterials
  • Exploring the Material Library
3D + Animation
3ds Max


(Music playing.) Hi, my name is Steve Nelle and welcome to 3ds Max 2010: Textures and Materials. If you are looking to elevate the realism of your 3D work through the believability of the materials that you create, I think you are in for a real treat. Over the next couple hours, you and I are going to putting 3ds Max to the test. As we both explore and apply the many different tricks and techniques the software offers and helping you to build skins that look not just life-like, but photorealistic. After a brief refresher of the need-to-know basics, we are going to be diving headlong into an in-depth and informative look at the real meat of material creation.

The stuff that you not just want to know, but need to know in order to get 3ds Max to do the most for you. We will be looking at all kinds of stuff, from both material and shaded types, to breaking down the material tree, experimenting with how a map will look and act different, all depending on what branch or map channel it's loaded on to. We will be exploring the many ways that you can move and position a skin's design along the surface. Not just using the standard techniques that Max offers, but also the more advanced mapping methods, playing around with the unwrap UVW modifier and pelt mapping, producing realistic glass and reflections, composite maps, creating decals, making skins glow. It's all here too.

And in order to make sure we pull it all together, we will also be working on a handful of real world projects, each designed to incorporate the techniques and principles learned over the course of the title. So we have got a lot ahead of us. A journey that I think you'll not just fun, but also extremely helpful as you strive to build the best skins possible. I appreciate you coming along for the ride. Let's see what we can do!

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