Chapter 11

Textures and UV Workflow: The Soldier

Materials in 3ds Max simulate the natural physics of how we see things by regulating how objects reflect and or transmit light. You define a material in 3ds Max by setting values for its parameters or by applying textures or maps. These parameters define the way an object will look when rendered. In this chapter and in Chapter 14, “Introduction to Lighting: Red Rocket,” you will discover that materials and lights work closely together.

Topics in this chapter include:

  • Mapping the soldier
  • UV unwrapping
  • Seaming the rest of the body
  • Applying the color map
  • Applying the bump map
  • Applying the specular map

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