Fireplace Tutorial Learning 3D Studio MAX R2

Learning 3D Studio MAX R2. Fireplace. Tutorial. Draft. 2 … Learning 3D Studio MAX R2. Fireplace. Tutorial. Draft. 2. Create the Red Brick Fireplace Material …

More PDF Content

Fireplace Tutorial Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 Fireplace Tutorial In this tutorial you will create Multi/Sub-Object materials, and fog and combustion atmospheric effects, and apply them to a fireplace. The fireplace has two different types of brick (yellow interior firebrick and red exterior brick), a layer of soot on the yellow brick, burning logs with their own layers of soot, and multiple combustion objects to create flame effects. Setup Reset 3DS MAX and open file \Scenes\ol_fp01.max. Lessons Lesson 1: Setting Up Two UVW Mapping Channels Lesson 2: Creating Multi/Sub-Object Materials for the Fireplace Lesson 3: Adding Materials and Soot to the Fireplace Logs Lesson 4: Adding Combustion Lesson 5: Adding Firelight Forrest Couch 12/27/03 1 Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 Lesson 1: Setting Up Two UVW Mapping Channels The interior of the fireplace consists of yellow brick with a layer of soot over a portion of it. By using two UVW Map modifiers, you can scale, adjust, and orient the composited soot independent of the brick mapping. 1 On the toolbar, click Select by Name and select [Fireplace]. On the Group menu, choose Open. Groups let you combine a selection set of objects or other groups into a single group. When you open a group, you can temporarily access parts of the group. Objects in a defined group can be regrouped using the Close command. 2 Click Select by Name again and select fireplace main body. On the Modify panel, click Edit Stack to open the Edit Modifier Stack dialog. This mesh is a Boolean object with a subtraction to create the firebox. 3 On the dialog, choose the Edit Mesh modifier. On the Modifier panel, click Sub-Object and then choose Face from the list. 4 On the Edit Surface rollout, click Select by ID to verify there are two face selections: ID 1 for the firebox and ID 2 for the fireplace. Leave Sub-Object/Face open, and make sure ID 2 (i.e. the fireplace faces) is selected. 5 On the Modifiers rollout, click UVW Map. On the Parameters rollout, select Mapping = Box, Channel = 1, and Alignment = X. 6 Click Edit Stack, choose UVW Mapping from the list, and name the modifier UVW Mapping – Ch1. Then click OK to close the dialog. 7 On the Modifiers rollout, click Mesh Select. Make sure Sub-Object = Face, and Material ID = 1. Click Select by Material ID to select ID 1 (the firebox). 8 With Sub-Object selected, apply a second UVW Mapping modifier, with Mapping = Box, Channel = 2, and Alignment = X. Label this modifier UVW Mapping – Ch2. Close the dialog. Forrest Couch 12/27/03 2 Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 Forrest Couch 12/27/03 3 Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 Lesson 2: Creating Multi/Sub-Object Materials for the Fireplace The fireplace consists of an exterior fireplace body and an interior firebox. In this lesson, you will create a Multi/Sub-Object material and apply it to the fireplace. The first material is a weathered red brick and is applied to the fireplace exterior. The second material is yellow brick with soot stains and covers the interior of the fireplace. (The hearth and mantle are separate objects with their own materials). Lesson Tasks Create the Red Brick Fireplace Material Create the Yellow Brick Firebox Material Forrest Couch 12/27/03 4 Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 Create the Red Brick Fireplace Material The fireplace in this scene is weathered, dented and stained, so the red brick bitmap alone will not due. In the following steps, you will mix the red brick bitmap with a Dent Map, and then mix that result with a red diffuse color taken from the bitmap. 1 Open the Material Editor and select an open sample slot. Click Type (Standard), and choose Multi/Sub-Object. Select Discard old material in the dialog, and then label the material Fireplace. 2 Set Number of Materials = 2. Label the first material firebox and the second material fireplace. 3 Click the second material button (fireplace). On the Utilities panel, click Asset Manager. Make sure it points to the \Maps directory. The Asset Manager utility lets you view thumbnail displays of bitmap files on your hard disk, and then view them or drag and drop them to valid Map buttons or sample slots on the Material Editor. You can also render a view of a thumbnail image. 4 Double-click the brick.tga thumbnail to render a view of the material. CTRL+Click (about four times) in the rendered window to magnify the result until individual color pixels are clearly visible. 5 Find a light red color, and then right-click on it. An eyedropper appears with the selected color in the color swatch at the top-right of the Virtual Frame Buffer (VFB). Notice that you can drag the dropper around the image and see the changes in color values. 6 Drag the color swatch located in the top-right of the VFB to the Diffuse color swatch on the Material Editor, and then click Copy in the dialog. Close the VFB. 7 On the Material Editor, open the Maps rollout and click the Diffuse Map button. Choose a Mix material type. Drag brick.tga from the Asset Manager to the Color #1 Maps button and click that button to move to the Bitmap material level. Forrest Couch 12/27/03 5 Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 8 On the Coordinates rollout, set U Tiling = 2, V Tiling = 2, select WU, and set Angle U, V, and W each = 90.0. 9 Open the Noise rollout and select On and set Levels = 5. 10 On the Material Editor toolbar, click Go to Parent to return to the Mix material level. Drag the Color #1 Maps button (brick.tga) to the Mix Amount Maps button. Select Instance from the dialog. 11 Click the Color #2 Maps button and assign a Dent map. On the Coordinates rollout, make sure XYZ is selected, and set Angle X, Y, and Z each = 30.0. 12 On the Dent Parameters rollout, set Size = 250, Strength = 40, and Iterations = 3. Make sure Color #1 is Black and set Color #2 to Taupe (H = 17, S = 55, and V = 148). 13 Return to the Standard material level and drag an Instance copy of the finished Diffuse map to the Shininess, Shin Strength, and Bump Map buttons. Then set Diffuse Amount = 80, Shininess Amount = 50, Shin Strength Amount = 50, and Bump Amount = 100. Forrest Couch 12/27/03 6 Learning 3D Studio MAX R2 Fireplace Tutorial Draft 2 Create the Yellow Brick Firebox Material 1 Return to the Multi/Sub-Object material level and click the first Material button (firebox). 2 Drag yellobrk.tga from the Asset Manager to the Diffuse Map button on the Maps rollout. This material is a composite of the yellow brick bitmap material and a ‘soot’ bitmap overlay. 3 Drag yellobrk.tga from the Diffuse Map button to the Bump Map button. Select Instance from the dialog. Then set Bump Amount = 200. 4 Click the Diffuse Map button and assign a Composite material. Select Keep old map (yellobrk.tga) as a sub-map. Make sure Number of Maps = 2. (Map 1 should be yellobrk.tga.) 5 Click the Map 2 button and assign a Mask map. Drag a_soot2.tga to the Mask button and click on it. On the Coordinates rollout, set Mapping = Explicit UVW2, and Angle W = 90. 6 Open the Output rollout and set Output Amount = 2 and RGB Level = 1.6. 7 Return to the Mask m

Download Fireplace Tutorial Learning 3D Studio MAX R2 pdf from www.ogle.com, 15 pages, 493.02KB.
Related Books

Leave a Reply