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      INTRODUCTION TO UVW UNWRAP
          High-level Summary
          1. Preparation
          2. Unwrapping
          3. Clean-Up UVs
          4. Export UV Coordinates
          5. Paint Textures
          6. Create 3ds max Material

  3DS MAX UVW UNWRAPPING





  STEP 6: 3DS MAX MATERIAL
    a) Geometry #1: Character Pose
    b) Geometry Structure
    c) Organizing: Layers










Back in 3ds max, hit [m] to open the Material Editor.


Select a Standard material from the available Spheres and name it for your model. NOTE: Some game engines prefer you add “_m” to the name in order to differentiate it from the mesh.


Under the “Maps” rolldown find “Diffuse Color”
and hit [None].








Choose “Bitmaps” from the Material/Map Browser. Select your painted color texture file.







The Material Editor settings for this texture will appear, including tiling and offset controls under “coordinates” and a link to change the file under “Bitmap Properties.”






NOTE: the actual texture is not loaded into 3ds max: just a pointer to the texture file. When moving the max file always bring the texture file, and to maintain the link between them do not move the files individually: place them in a folder for the project, place the textures in a subfolder, and only ever move the entire project folder.






To return to the top level of the material (for shaders and map channels) hit the “Go to Parent” button (below and to the right of the other material spheres).









If you have created black-and-white JPEGs for specularity, opacity, and bump, apply them to the correct channels under “Maps”.

NOTE: black and white specular texture maps go under “Specular Level” not “Specular Color.”





Drag and drop the finished material onto the model.

Hit the “Show Map in Viewport” button to see the color map on the model, or hit [Shift] + [q] to render and see all the textured channels working.

Revise the painted art and re-render until you are satisfied that texturing process is finished.

NOTE: when you are done, be sure to bake in any lingering Unwrap UVW modifiers by converting the model to Editable Poly.





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3D Studio Max Precision Unwrapping:

High-level Summary   |   1. Preparation   |   2. Unwrapping   |   3. Clean-Up UVs
4. Export UV Coordinates   |   5. Paint Textures   |   6. Create 3ds max Material