| Using Multi-Materials in gMax v1.2 |
|
|
This tutorial deals with using Multi-Material sub-materials on mesh objects
in gMax.
The steps I will go through are very basic and are aimed at those that
have no
experience in this process.
In Part 1 you will see how to build a Multi-Material with sub-materials.
In Part 2 the sub-materials are applied to the mesh objects.
In Part 3 you will see the application of an image file that is part
of a sub-material to
an object. Commonly referred to as mapping.
In Part 4 you will see how to apply a sub-material at the sub-object
level. In other
words, coloring specifi polygons of a larger mesh using a specific sub-material.
If you care to download the model I'll be using in this tutorial and
follow along, it is
here. This is a model I found on the net and
decided to use here in this tutorial. I
have rescaled and positioned it for the 1 model unit = 1 meter standard
and
removed the original materials so all we are starting with is the basic
meshs. The
archive contains two files, the gMax model and an image file. Put the
model,
athlete_01.gmax, in your C:\gmax\Scenes\ directory and the image
file,
eyes.jpg, in your C:\gmax\Maps\ directory.
If you have not already done so, be sure your scale is set properly under
Customize
> Preferences > General tab > System Unit Scale set to 1 Unit
= 1 meter. If you care
to set your prefered units of measure, Customize > Units Setup and
set it to what you
like to work in. I have mine set to US Standard > Decimal Feet. I also
have my Home
Grid set to 1.0 feet. You can see more detailed instructions on this in
my
"Getting Started
in Max" tutorial.
|
|
| |
| Building the Multi-Material |
|
|
Once you have the files placed and are setup, open the scene athlete_01.gmax.
It
should look something like below.
|
|
 |
|
On the Main Tool Bar, open the Material Editor and the Material Navigator.
Whenever I am working with materials and maps I try to remember to have
both open. as gMax has a nasty little habit of crashing when you name
materials
or maps if they are not both open.
|
|
 |
|
Things should look like the image above.... empty.
|
|
 |
|
In the Material Editor, click on the New button and the New Material dialog
box
will open. Select Multi-Material and then click the OK button.
|
|
 |
|
Now your Material Editor should look something like the above image. gMax
has
automatically made two sub-materials for me. Don't worry about the Mtl
#8, Mtl #6
or Mtl #7 names, yours may be different and we are going to change them
anyway.
|
|
 |
|
Just as we have directories and sub directories, we can have materials
set up in the
same type of hierarchy. I name my top material level to Caucasian_Male.
Under
Name, my primary material will be the skin. This is the "default
material" assigned
to any object that has Caucasian_Male as its material. Change the name
in the
second slot to eyeball. Notice how the Material Navigator changes
as you change
the names in the Material Editor.
|
|
 |
|
Click on the Add button and a new material slot is made. Give this one
the name
of swimsuit.
|
|
 |
|
Now click on the button that is shown above.
|
|
 |
|
The Material Editor now looks much like it does for any standard material.
|
|
 |
|
Change the Mtl #6 name to skin. Again, the Material Navigator is updated.
|
|
 |
|
Click once on the Diffuse color box to open the Color Selector.
|
|
 |
|
We are going to set the color for the skin material here. Type in the
values shown
then click on the Close button. Be sure and keep the Diffuse and Ambient
colors
linked.
|
|
 |
|
Now click once on the Specular color box to open the Color Selector.
|
|
 |
|
Generally, I don't want the skin to have a shine so I set this to all
zeros (black) and
the Specular Level and Glossiness to zero as well.
|
|
 |
|
Now click on the checkered cube to "turn on" the material. Notice
the ball in the
Material Navigator changes from blue to red. We are done here for now
so click
on the "up arrow" to go back up the hierarchy one level.
|
|
 |
|
Notice that the Mtl #6 name has gone away. It now has meaning and is not
ambigious.
|
|
 |
|
Now I set the properties for the eyeball material. It is pretty much the
same process
as for the skin except I want the material to have a "wet" look
so I have the Specular
Color and Levels different.
|
|
 |
|
I have made the swimsuit material orange again using the same steps as
for the skin.
|
|
|
Close the Material Editor and Material Navigatior as now is a good time
to save
what we have done so far. Save to a new file using File > Save As and
name it
athlete_02.gmax.
|
|
|
In the next step we will apply the sub-materials to the meshes and see
what we have
been doing so far come to life, so to speak.
|
|
| Part 2 |
|