helmet  Tinsleys Tutorials  helmet


How to Render Textures With 3D Studio Max

Click on these to go Directly to that Step
Step 4
Rendering

Back to Tutorials

In this tutorial i will be using Kinetix 3D Studio MAX R3.1

Step 1
Setting up for Rendering

 
Step 1 Part 1

Open 3D Studio MAX

Click the Objects Tab


now click the Plane button (the one with red around it in that picture)

Now you will see at the bottom right of the window
a bunch of new things show up


click the thing that says Keyboard Entry to open that and see what is inside
now you see X:  Y:  Z:  Length:  Witdth:
don't do anything with X: Y: or Z:
make the Length: 256
and the Width: 256
Now push Create

Now you will see a plane pop up it looks kinda like a hard blanket
now under where you typed in the Length and Width you will see Parameters
and under that you will see Length and Width make sure those both say 256
underneath that you will see
Length Segs: and Width Segs:
for those put 256 for both, Length Segs and Width Segs



Step 2
Applying Your Displacement Map

Step 2 Part 1

now that you have your plane in there all you have to do is
add the Displacement map you made

go to the Modify tab

Now in here you see Modifiers
Click More... it is next to Sets
a window will pop up with ways you can modify this object


Now all you have to do is click Displace and click OK

now some more stuff will be under that Modify tab















Under the Displacement: group you need to look at Strength: and Luminance Center:  
and in the Image: group you need to look at the Bitmap and Blur:

ok First look at the the Strength i put that at 15 this is your Displacement Strength in the Armadillo
the strength in Max isn't the same as in the Armadillo you can just guess but if you want to be exact
you should get the Max Calculator from Twisted Drit Click Here to get it


Next look at the Bitmap and click the None button
Search for your .tga Displacement Map

now you will see your track in 3D!

Now look at the Luminance Center Check that
make the center 0

Now look at the Blur: make that 0.2
this will make your Displacement Map blured and not bumpy





Step 3
Adding Your Texture

Step 3 Part 1

to do this click the Rendering Tab

Now that you have done this click the Materials (M) button the icon has 4 spheres
Blue, White, Green, and Red

ok now a window will pop up











1st
click the X that is under the 6 spheres you see
2nd click the button next to the box that will now be gray
this will change the diffuse color to your Texture
3rd a new window will pop up click Bitmap from that list (at the top)
4th another window will pop up for you to find your .tga Texture
your material should show up on a sphere
5th click the blue checkered box under the spheres
This will make it so you can see your texture in the viewports
6th make sure your track is selected and
click Assign Material to Selection (the globe with an arrow to a box)
This will put the textue on your Plane




 

Step 4
Rendering

Step 4 Part 1

First go to the Top view by clicking it, it says Top in the top left corner of that view
now click the Min/Max Toggle button
it is the one on the way bottom right of the screen
with a blue and red square and in the blue square there is a blue arrow


ok now what you do is click the Zoom button the one with the magnifying glass
the one with ONLY the magnifying glass in it NOT the other ones

now to zoom in just click and hold down the mouse button
Move the mouse Up to Zoom In and Down to Zoom Out
Make it so your left and right of your track is almost to the edge of the Viewport
Like this


Now you see next to the button you clicked before in the Rendering Tab (the one with the 4 spheres)
well to the right of that you see 3 teal teapots
click the one farthest to the left

a window will pop up go down to Output size you see width and height

you want your rendered image to be more than 960 x 960 so make it about 980 x 980
now click render at the bottom of the window

Now at the top left of the rendered image you will see a
button that looks like a 3 1/2 floppy disk
this is the save button
Click that and save it as a Targa Image File (.tga)
when you click save a window will pop up click 24 to make it 24 Bit

Now that you have a rendered Texture you must take out the black areas around the Texture
to do this open your .tga in photoshop or paint shop pro and
zoom in to one of the corners of your track and select your track with the Marquee tool (m)
go to Image > Crop
go to Image > Image Size and change it to 960 x 960
Turn off Constrain Proportions if it will not work
Save this file Over the file you saved from 3D Studio MAX
Save it as 24 Bit

Now you are ready to Import your textures into the Armadillo


Back to Tutorials