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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.
Throughout this Textures and Materials title, I'll be working in 3ds Max using assets that I've created especially for the videos you'll be watching. If you're a premium member of the lynda.com Online Training Library, you have unlimited access to the exercise files used throughout this title. If you are instead a monthly or annual subscriber to lynda.com and don't have access to the Exercise Files, you'll still be able to follow along from scratch or by creating your own assets. As you explore the resource material provided in the Exercise Files folder, you'll find that different chapter folders will contain different types of material.
Some chapters will provide primarily only the beginning files to get you going. You see that, for example, in Chapter 2 on building material essentials. Other chapters will offer not just the start from here scene files, but also maps and images that are incorporated in that chapter's discussion. The Chapter 5 folder dealing with material types would be a good example of that. You'll find still other chapters where both the beginning scene file and the completed project are provided so you can explore how things were put together. In all cases, make sure to familiarize yourself with what's being provided for your use and you'll find in every situation that the chapter numbers in the Exercise Files directly correspond to the chapter numbers found in the table of contents, which should make it easy for you to always find the assets that you're looking for.
My suggestion would be to copy the entire Exercise Files folder over to your computer's desktop. That will give you a quick and easy access without having to worry where to go to track things down. You'll also want to make sure to create a map path in 3ds Max over to that Exercise Files folder on your desktop. You can easily do that by going to the Customize pulldown menu and choosing Configure User Paths. With the window open, you'll Click on the External Files tab at the top of the menu. Then add a pointer or path over to that over to that Exercise Files folder.
That can be done by clicking on the Add button on the right-hand side of the dialog, navigating to the Exercise Files, turning on the Add Subpaths button at the bottom, and clicking on Use Path. That'll make sure that Max can easily find the pictures and images that you'll be using in constructing your skins. Okay, that'll get us going. Let's see what we can do.
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