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[3ds max] How to apply additional textures to a face in 3ds Max?

ebbob
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ebbob null
Hello, I am working in 3ds max and paint objects by simply assigning texture IDs to faces. But everything seems very repetative.
 Is there a way to add details like windows or damage? I tried add window with alpha, but the background is black. I use multi/sub-object for textures.
I tired vertex paint, but my models are lowpoly and the result is awful.
Please help.




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  • Noren
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    Noren polycounter lvl 19
    If I understand you correctly, you'll either have to cut that face up in order to be able to apply different Mat IDs, use a composite map or other map specific ways to mix/layer your textures, or decal meshes (just the detail with alpha on extra geometry layered over the original geometry).

    Also it doesn't seem like you applied your alpha correctly (or your viewport settings are off) as it should indeed be transparent, not black. (It would show your background or the backsides of the internal faces then.)
  • Eric Chadwick
    You need more vertices if you want to add more detail in your vertex blends.

    Working in 3ds Max with vertex painted multi-texturing is not very easy. There's no built-in preview for the viewport. You can make a custom viewport shader in Shader FX, but that can be difficult (however, rewarding!).

    I have a screenshot of a Shader FX custom viewport shader on my site FWIW. This particular one doesn't do vertex blending, but that wasn't hard to make once I understood the basics.

    http://ericchadwick.com/img/robot_rising.html#utility_shader


    If you're exporting your model out to a game engine, there are often tools in the engine to do vertex painted blends. Unreal and Unity both have them.

    We have some links here
    http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
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