|
<<<Previous Next
>>>
Reference
Map
To get an idea of what a texture
will look like on our model and to help us get the coordinates more accurate,
we can apply a reference texture map.
The reference texture map we'll use is
as follows:

This map is designed to use colour for
easy location of faces between the model in the view port and the Edit
UVW dialog (Unwrap UVW). Faces on the model, will appear as different
colours depending on where they lie in the texture map. Any seams can
easily be identified on the model because the colour will suddenly change
between groups of faces. Also the lines on the reference map help identify
areas where the texture is stretching.
If you want a copy of this map just right
click it and 'save as'.
This reference map is 512 x 512 square
pixels, which is a common size normally used for texturing characters.
If you would like to use a different size map for your character, don't
worry, you can still do it and use this reference texture map to apply
your mapping coordinates. 3DS Max will automatically rescale all mapping
coordinates, at any time you apply a different sized map, pretty cool
eh!. This way you need only use one reference map to set any mapping coordinates.
Now we need to put this map on our model.
To do this you need to make a material that includes the map as a diffuse
colour and apply this material to the model.
We do this in the Material Editor. Press
the button on
the top tool bar and the Material Editor appears like this:

You may have different coloured spheres
at the top. These represent different materials. We have the material
in slot #1 selected so will include our map in this. If
you go down to the "Maps" roll out (shown above) and press the
Map button ("None") next to the Diffuse color option. This will
bring up another dialog:

This dialog allows you to decide which
type of map you'd like to use. There are many options but we'll just choose
a simple old Bitmap. Press OK and you jump back to the Material Editor:

This time when you jump back to the Material
Editor, you end up in the diffuse map level. This is where you can adjust
how the chosen map will appear. You'll see the path name for the map you
have chosen in the Bitmap box. Make sure the "
Show Map in Viewport " button is pressed, other wise you'll see nothing
in the viewport! You will also need to select
the full body mesh and press the "
Assign Material to Selection" Button and the reference map should
appear on your model in the viewport.
<<< Previous Next
>>>
|