DFTG 1373 Home

Syllabus

3D Links

3D Models & Maps

Week 1
Course Introduction

Week 2

Week 3

Week 4

Week 5

Week 6

Week 7

Week 8

Week 9

Week 10

Week 11

Week 12

Week 13

Weeks 14
Thanksgiving Holiday

Week 15

Week 16
Final Project Due


 

 

Week 6 Notes

 

Create a new folder called Maps on your H drive and save these image files in it:

Using Maps with Standard Materials

Understanding Maps
Add a map to a material
Add an image to a surface with Diffuse map

Create a cube, then make a copy of it. Make a material with the image crate.jpg from the class website and attach it to the first cube. Create a second material with the image windows1.jpg from the class website and attach to the second cube. See how an image can make a simple shape into a relatively realistic object.

Add texture with Bump map
Define transparency with Opacity map
Limit specularity with Specular map
Use a Raytrace map to control Reflection

Open the eggs3.max file and save to your drive. Create standard materials for 8 of the eggs using different maps.

Materials types

We will not use Advanced Lighting Override, Architectural, Lightscape, Matte/Shadow, Morpher, or Shell materials in this class.
Understanding materials types
Change material type

Creating non-Standard materials

Ink ‘n Paint material
Create a Raytrace material – more exact than a raytrace map

Use different materials types to make materials for the remaining 4 eggs. Use a raytrace material for the plane below the eggs. Save the file when complete.

Multi/Sub-object material

View the tutorial Multi/Sub-object Material at Area.

Use AEC Template materials for AEC objects (open AEC Template material library from Material/Map browser)
Assign Material Ids (use Edit Mesh/Edit Poly modifier)
Use Slice Plane in Edit Mesh to subdivide objects

Assignments:

1. Read Chapter 9 in the Visualization Curriculum Student Workbook. Complete the chapter exercises.

2. Open your house scene. Add realistic materials to your walls, doors, and windows. Use the correct template for each AEC object. If you need to change material ID numbers on the walls, use the Edit Mesh modifier, Polygon sub-object; the Material ID rollout is at the bottom of the panel.

4. Assign materials to the floor slab. The sides should be concrete, and the upper faces flooring. You can either detach the upper surface as a separate object, or create a multi/sub-object material for it. If you want different materials in different rooms, you can use ShapeMerge or Slice Plane to mark out different areas of the floor, assign material IDs to the areas, and use a multi/sub-object material to place materials in each area.

5. See the tutorial Create a Simple Realistic Looking Scene by Okii Shirow at 3D Total - this tutorial shows how materials make a scene, also what a Blend material is.

Next week we will add furniture and accessories to complete the house.

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