![]() After adjusting the UVWs and the materials IDs we will straight jump to Photoshop and start creating our textures. This „mask“ will be used to properly adjust the texture which we will be creating and also help us as a guide to place all the textures into the right place. At first we will focus on the main missile, by this we will apply and create a UVW map which at the end we will render and move to Photoshop. Here we will start by adjusting the UVW coordinates to our model. In the parts before „part1“ and „part2“ we were focusing on the model itself, we were able to model all the details and major parts of the missile and as well the electronics and release mechanism for the secondary missiles. In this end part of the „two stage Missile“ tutorial we will prepare our model for texturing and also create the textures using Photoshop. 3ds pinbox download#You can download the reference materials, the used MAXScript and as well watch the tutorial below and if you have any questions, just write us. For rendering I will use Photometric Lights and MentalRay. At the end we will use the 3D-Sphere material library which you can download from the menu on the right side of 3D-Sphere and apply the materials and textures to our model. After creating the MAXScript and running it the panels of the advertisement would be animated in a certain step where they are smoothly rotating on one side and then on another and so changing the actual image which is placed on the faces of the panels. 3ds pinbox code#It could be compared to the VBA language inside EXCEL and the logic is indeed the same but the code is of course different. The MAXScript allows you to code a set of instruction by which you can use all available tools, methods and options available in 3ds Max. Of course we will choose the second option because the way how it’s made using the second option is much more interesting and even more challenging. 3ds pinbox how to#Here you have actually two options how to make it either using the manual method where you would be moving and rotating the separate parts or using the inbuilt MAXScript language which will do the work for you. After creating the shapes for the advertisement we will start the animating process. The main objects would be made using the poly-modelling technique and this part of the tutorial will be very quick and easy. The first part is just a frame which is holding the second part which are panels in a shape of a triangle on which are applied the actual images or advertisement. ![]() The tutorial will start with creating the appropriated shapes for the actual advertisement board which is made from two main parts. In this tutorial we will for the first time get into the animation process inside 3ds Max and create a changing advertisement using the tools available inside 3ds Max. ![]()
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