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3D Studio Max

Note: 3D Studio Max runs only on Windows NT for Intel-compatible computers.

Texturemations images can be used directly from the CD, but 3D Studio Max requires an image file list in order to know what sequence of the images you'd like to use.

Suppose, for example, that you'd like to use a sequence of the "aquawave" Texturemation with 3D Studio Max:

  1. Use the makeIFL tool to create an image file list whose entries are image names that DO NOT contain any drive or directory information, by selecting the "Base Name Only" option, like this:

  2. In the 3D Studio Max menu, go to:
    File | Configure Paths... | Bitmaps | Add...
  3. This will bring you to the "Choose New Bitmap Path" dialog box. Either browse to find the drive and directory where the Texturemation is located, or simply type it into the "Folders..." edit field. (In this example, you would type in "e:\aquawave"). Click on the "OK" button.

  4. In the 3D Studio Max menu, go to:
    Edit | Material Editor | Maps
  5. In most circumstances, you'll probably want to select "Diffuse". (For more information on mapping, see the 3D Studio Max User's Guide, Vol.2, "Rendering and Animation", Chapter 23, "Designing Basic Materials".)
  6. After selecting "Diffuse" (or whichever map you've chosen), look directly to the right of your choice, in the same row, and push the corresponding button in the "Map" column. (If this is your first time choosing that button, it will say "none".)

  7. Double-click on "Bitmap" from the presented list.
  8. In the "Bitmap Parameters" pull-down menu, look to the right of the "Bitmap: " label, and push the long horizontal bar there. This will bring you to the "Select Bitmap Image File" dialog box.

  9. Browse for, or type in, the name of the image file list. In this example, select or type in "aquawave100.ifl". Then push "OK". The Texturemation will now appear wrapped around the Materials sphere that is selected.

If the object to be textured is topologically equivalent to a cylinder or torus then you probably want to use cylindrical mapping. This will minimize the need for touchup (none is needed except on the endcaps of a cylinder). For spheres or cubes, shrinkwrap works the best. You'll probably have to play with the UVW mapping gizmo.

IMPORTANT:

  • You must reset (MODIFY) the paths to the Texturemations bitmaps each time you start 3D Studio MAX V1.0. The paths will be appear to be present but THEY WILL NOT WORK.
  • In V1.0 the material does not change until you MAKE PREVIEW (within the material editor) or render a frame.

Vol. 2 Samples ] Vol. 1 Samples ] Texturemations Docs Contents ]

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