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Using the exercise files

From: Textures and Materials in 3ds Max

Video: Using the exercise files

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.

Using the exercise files

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.

Show transcript

This video is part of

Image for Textures and Materials in 3ds Max
Textures and Materials in 3ds Max

79 video lessons · 8983 viewers

Steve Nelle
Author

 
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  1. 4m 41s
    1. Welcome
      1m 34s
    2. How to use this course
      59s
    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
      22s

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Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

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Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.


Exercise files

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Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

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