Join Adam Crespi for an in-depth discussion in this video Creating a wood material and linking the textures, part of 3D Textures: Wood.
- The true test of any texture is, of course, how it looks when it's applied to a 3D model. I've got a Craftsman style room and it'll work nicely with the wood grain and wood floor I've created. What I've done here is to build out this room with a pair of paired French doors. These have dark bronze hardware. And then there's a matching door, a five panel door with the same hardware across the way. The room has a tall baseboard with a cap, a field, and a shoe moulding. And there's a picture rail up high below the cove ceiling. I've already put on the paint colors, a linen for the major walls and a cream for that cove ceiling.
And I'm ready to get the wood grain in. I'll press M to pull up my material editor and start by putting together the floor. Here in my slate material editor I'll create a new Arch & Design material. You can see I've already used an Arch & Design for the paint linen and paint cream and also the dark bronze. I'll drag in a new Arch & Design and double-click on it and name it wood flooring. Now I'll set the template, I'll do this and then come back and adjust properties later. I'll start out with a pearl finish bringing the reflectivity up to let's say .5 and the glossiness to .45.
Now I'll get the diffuse color in and make sure it maps on correctly. I'll click on the diffuse color texture next to the diffuse color. And I'll select a bitmap from the material map browser. In the chapter two exercise files folder there's a Whidbey House folder, and that's actually a 3ds Max project. I'll go in to sceneassets and images and there's my wood textures, what I've done here is to tweak them a little bit, taking that original flooring and really warming it up and darkening it for my Craftsman house.
I've got two parts here, wood flooringCS for color and shine and wood flooringNR for normal and roughness. I've got the same color and shine available for the wood and also the final sideboard. I've included the working documents as well so you can see the different layers that went into this. I'll open up the wood flooring. And then I'll double-click on the sample sphere to make it a little bigger. I'll also turn on the show background and preview. And this way I can see how that reflection works. I'll make sure that this material is showing shaded in the view and now I'll assign it to that floor.
I'll select the floor and then click the assign material to selection button and then close the material editor or minimize it. It looks good, although we need to check the mapping. We made this big, 12 feet square. So I'll drop down in my modifier list and choose UVW Map. I'll put some planar mapping on making the length and width 144 by 144. If you want to work with a real world map size, you can, just remember to spec the size you drew your textures to.
I'm also going to turn this 90 degrees, as we want to walk in and out of the doors across the wood grain. I'll press one to get to the gizmo and go out to a perspective where I can see what I'm doing a little better and then press E to rotate, I'll rotate this 90 degrees. I've got my angle snap on, and there's our wood texture. What we can see in here, even in this light, is that the wood really doesn't show that repeat too much. Now, it's missing a normal map. But we really get some good grain in here. And we can't really tell that it's the same texture tiling, so we know we made enough.
Now make another wood and get it on my other objects in here and show a bit of the mapping on those. What I'm going to do is select my wood flooring, hold shift and clone it. Then I'll rename this new material wood trim. And then I'll swap into the diffuse color, my wood trim map. I'll pick wood CS, it's a fairly close match to the floor, although it's a little warmer, I think. I'll click open and then assign this to a bunch of the trim objects.
In this case I'll use my scene explorer over on the left side. What I'll do is to select all five of the doors and then scroll down and catch all the trim. Here's the picture rail, the doors, and the baseboard. And that should be it, everything else looks like it should have its own color to it or it's already got a material. So I'll assign this on, and I'm ready to get my mapping going. I'll make sure that this object, this material shows shaded in the view and so we can see what's happening with that wood.
Now for the mapping, because at the moment it's a little, well, stretched. What I'll do is I'll work over doors and get them mapped precisely element by element. I'll pick one of my French doors and either isolate it or hide the unselected objects. For mapping then, here's how I'll make this work, I'll go by element and I'll pick the long sides on this door. Then I'll switch over to face by pressing four. And I'll select holding control the long stops next to the glass.
All of these can share the same wood grain direction. Now I'll drop down under UVW Map and put some planar mapping on. What I'm going to do is a little trickier in getting that mapping to flow around. Right now it starts out with a length of 96 and a width of 36. What I'm going to do is to rotate this mapping at a 45 degree angle through and then decrease its width to compensate for the scaling when it's rotated. I'll put the width at roughly 75 percent of 96 or 72.
What we really want here is 70.75 percent, half of the square root of two, but 3/4 is close enough. Now press one and rotate this mapping 45 degrees. If you'd like, you can hit F2 to turn off shading the selected faces and then Z to zoom in on them. And there's our wood grain stretched over. Now, we're seeing some pixelation because of the viewport. But that wood grain really nicely wraps around those door elements.
Now what I'll do is put a poly select on, go in by polygon, press control I to invert the selection, and map these horizontally. We can even take this UVW Mapping, copy it, and paste it in and then rotate it. I'll press one for the gizmo, E to rotate, and I'll rotate this mapping down 90 degrees. Then I'll rotate it over on the Z axis 90 degrees as well.
And now we've got our horizontal and vertical grain. And again, we're seeing some pixelation because of the texture display size here in the viewport. If you'd like, you can flatten these down, although this object isn't instant, so I'm going to leave that stack as is. I'll unhide everything, and what we can see here is that door and its match over on the other side have their wood grain applied. I'll work over the room, and I'll get all the wood grain in, making sure that the wood grain always goes the long direction of whatever element it is I'm mapping.
Once this is in, we should have a really warm, rich looking room. If you'd like, you can do a quick test on it going into the camera view by pressing C. There's one other thing to note here. If you notice, it looks like I have a seam across the floor. And here's why, I'll jump back into my material editor. And what we can see here is when I cloned that wood flooring, it kept the same bitmap in. I'm going to make sure that I disconnect it here and then put the right trim into each one.
Bitmap one then is going to be my floor. And now I'll get my planks back. Then in the wood trim I'll go into the diffuse color, go into the bitmap, and pick my wood CS. It's important to keep your map straight. Sometimes you want to instance maps across between materials to reuse them. But in this case it's two radically different diffuse maps. So we need to make sure we pick the right one. When you shift clone the material, those connections get cloned and reconnected.
So you may get what I got, accidentally replacing the wood floor with that wood grain. Now I'll go into my camera, and what we can see is the wood flooring and the wood on the doors. I'll map everything else in, but first I'll do a quick test to render and see how this looks. We get an error when we try to render because there's objects in here that need mapping. We're going to go ahead and catch them so I'll hit continue. What I've done is to set up the sky portal lighting in here for we'll call it sunset or some kind of low light.
And so I'm letting that soft light filter into this room. It's a little dark, but it's starting to work. We can just make out some of the grain in the floor. We may end up boosting up the intensity of those sky portals, but that's a minor adjustment in the lighting. Overall, though the room really pops to life when we get that wood grain on. We get the dark woods against the light colors in the wall and that soft low light filtering in. I'll finish the mapping, and then I'll get my other maps in and really make this wood come to life with all the richness we'd expect.