@wannabeers Have a look into UVW Unwrap which is the method for this. Also, you could look into the Viewport Canvas which lets you paint straight onto the model
@Twisted4000 What are you adding the material to? If it is an object that you've modified using editable poly commands such as extrude, bevel etc then you need to add a mapping modifier to sort out mapping coordinates.
I've an introduction video on using UVW mapping, and UnwrapUVW for Max 2011 so if this is the case search my channel for "3DS Max 2011 - Material Modifiers" or YouTube for "UVW Mapping", or "UnwrapUVW mapping"
@MarcusDesigns Yeah, I modified it into editable mesh or something. For SOME pictures, the pattern shows up fine, but for others it turns into that pixely thing... another problem I have is that raw PSD files won't drag onto the objects, but I did it before and I got it to work. I need the raw file on it because I'm importing the model into a game, and it specifically asks for the raw file you used on it to import it.
@Twisted4000 You're going to need to work on the mapping coords using the Unwrap modifier. With the PSD, when you did it before and it worked, were the layers collapsed etc? Try collapsing the layers (backup a copy first). Did it import the PSD texture directly into the game engine or does it need any special or particular format?
@MarcusDesigns - It only accepts two formats, PSD and TGA. It imports directly into the engine, you import the model with the texture on it, and then it asks you to import the raw texture file as well. I'll try collapsing the layers and see what happens...
@MarcusDesigns OK, collapsing it makes it bad, that's when I get the white and black pixely thing. When go to individual layers, I can see each layer almost perfectly, I don't know what to do.
@MarcusDesigns OK, another problem, now when I even import a regular picture like PNG, it does not go over the orb, but instead just fills up the whole square with its picture, and it doesn't dragon on any model.
@thesilentninjakiller Have you rendered the box to see if the texture has applied? Also, have you watched from 2:10 onwards where the video shows how to make the texture visible in the viewport? Let me know how it goes
@mafatu32 Sorry for the late reply, really pleased the vid was useful. Have you looked at " the-blueprints . com"? I love this site for the range of images.
Also, have a look at the video I did on setting up reference images using blueprints - Search my vids for "3DS Max - Reference Images and Symmetry Modifier"
@inspireddzyne Thanks for the comment and really glad it was useful. Let me know if you would like any other tutorials as I will be getting time in the near future to create more.
This tutorial rocks. I spent an hour last night just trying to mess around and figure out where you actually upload a texture so you can map it to an object. Should have found this video sooner, because now I learned it in just a matter of 2 minutes.
hi ... im using 3d max 2009.. i have a trouble in my material editor coz.. if i add new texture using Standard>diffuse>bitmap... may texture will textile even though its already big T.T i try several methods to change but i failed plz help....can you help me out
@MrBackfire3000 Hi, have you looked into the tile option on the material editor? Also, what object are you applying your material to as this can also affect how the texture will appear.
Have a look at the my tutorial 3DS Max - Multi-Sub Object Materials (youtube.com/watch?v=tVjy8x353jA) located on my main mage (MarcusDesigns) and then you may want to look into UnwrapUVW techniques.
@techtarded1 first of all convert your texture to an editable poly then select a single or multiple polygons, scroll down the right hand tool bar until u find something called "set material ID" and set it as 2 or something. do this for the other faces and go into the material editor and start making textures lol. there shud be something in the material editor to set different materials ID so when u apply it to the object u shud have different textures on different faces
but lets say i make a character model, how do i texture it then? how can i paint the skin and face?
wannabeers 1 week ago
@wannabeers Have a look into UVW Unwrap which is the method for this. Also, you could look into the Viewport Canvas which lets you paint straight onto the model
MarcusDesigns 1 week ago
This works with Videos too! :)
rickebos 2 months ago
Whenever I add an image as the material, it turns into a bunch of black pixels over a white background, why?
Twisted4000 3 months ago
@Twisted4000 What are you adding the material to? If it is an object that you've modified using editable poly commands such as extrude, bevel etc then you need to add a mapping modifier to sort out mapping coordinates.
I've an introduction video on using UVW mapping, and UnwrapUVW for Max 2011 so if this is the case search my channel for "3DS Max 2011 - Material Modifiers" or YouTube for "UVW Mapping", or "UnwrapUVW mapping"
If this isn't the case, let me a bit more detail.
MarcusDesigns 3 months ago
@MarcusDesigns Yeah, I modified it into editable mesh or something. For SOME pictures, the pattern shows up fine, but for others it turns into that pixely thing... another problem I have is that raw PSD files won't drag onto the objects, but I did it before and I got it to work. I need the raw file on it because I'm importing the model into a game, and it specifically asks for the raw file you used on it to import it.
Twisted4000 3 months ago
@Twisted4000 You're going to need to work on the mapping coords using the Unwrap modifier. With the PSD, when you did it before and it worked, were the layers collapsed etc? Try collapsing the layers (backup a copy first). Did it import the PSD texture directly into the game engine or does it need any special or particular format?
MarcusDesigns 3 months ago
@MarcusDesigns - It only accepts two formats, PSD and TGA. It imports directly into the engine, you import the model with the texture on it, and then it asks you to import the raw texture file as well. I'll try collapsing the layers and see what happens...
Twisted4000 3 months ago
@Twisted4000 Did it work?
MarcusDesigns 2 months ago
@MarcusDesigns No, sorry :/
Twisted4000 2 months ago
@MarcusDesigns OK, collapsing it makes it bad, that's when I get the white and black pixely thing. When go to individual layers, I can see each layer almost perfectly, I don't know what to do.
Twisted4000 3 months ago
@MarcusDesigns OK, another problem, now when I even import a regular picture like PNG, it does not go over the orb, but instead just fills up the whole square with its picture, and it doesn't dragon on any model.
Twisted4000 3 months ago
@Twisted4000 What version of Max, and what game engine?
MarcusDesigns 3 months ago
@MarcusDesigns 3ds Max 2012, and it's the Source game engine for Valve games, like HL2 and TF2.
Twisted4000 3 months ago
when I put in my texture and drag it in all it does is make the box gray? what should I do?
thesilentninjakiller 4 months ago
@thesilentninjakiller Have you rendered the box to see if the texture has applied? Also, have you watched from 2:10 onwards where the video shows how to make the texture visible in the viewport? Let me know how it goes
MarcusDesigns 4 months ago
@MarcusDesigns yeah fortunately it worked, thanks a lot!!!
thesilentninjakiller 4 months ago
THANK you ... nice work... :)
madhabbarman 6 months ago
who is these retarded that pressed dislike this tutorial is perfect!
TheCrysis95 6 months ago
Thanks man, now I can model blueprints.
mafatu32 7 months ago
@mafatu32 Sorry for the late reply, really pleased the vid was useful. Have you looked at " the-blueprints . com"? I love this site for the range of images.
Also, have a look at the video I did on setting up reference images using blueprints - Search my vids for "3DS Max - Reference Images and Symmetry Modifier"
MarcusDesigns 6 months ago
Thank you very much. This helped me a lot.
inspireddzyne 8 months ago
@inspireddzyne Thanks for the comment and really glad it was useful. Let me know if you would like any other tutorials as I will be getting time in the near future to create more.
MarcusDesigns 8 months ago
Awesome. now just one thing left to do, subscribe.
arfhanisbest 8 months ago
thank you!!!! is not that complicated. Im using 3ds Max 2010, the only thing that change is that the icons are not colored but i got it anyway!
thx again!
i want to know how to reset those textures to default because i was trying to add and added a texture to the entire box not only to the sphere.
lokken10 1 year ago
This tutorial rocks. I spent an hour last night just trying to mess around and figure out where you actually upload a texture so you can map it to an object. Should have found this video sooner, because now I learned it in just a matter of 2 minutes.
minisiets 1 year ago 2
Exactly what I needed! Thank you Marcus! There's such a steep learning curve with 3D max. Video's like this take chunks out of the discovery process.
Cheers.
Emc209i 1 year ago 4
hi ... im using 3d max 2009.. i have a trouble in my material editor coz.. if i add new texture using Standard>diffuse>bitmap... may texture will textile even though its already big T.T i try several methods to change but i failed plz help....can you help me out
MrBackfire3000 1 year ago
@MrBackfire3000 Hi, have you looked into the tile option on the material editor? Also, what object are you applying your material to as this can also affect how the texture will appear.
MarcusDesigns 1 year ago
How do I apply different textures to different sides of the box?
techtarded1 1 year ago
@techtarded1
Have a look at the my tutorial 3DS Max - Multi-Sub Object Materials (youtube.com/watch?v=tVjy8x353jA) located on my main mage (MarcusDesigns) and then you may want to look into UnwrapUVW techniques.
MarcusDesigns 1 year ago
@techtarded1 first of all convert your texture to an editable poly then select a single or multiple polygons, scroll down the right hand tool bar until u find something called "set material ID" and set it as 2 or something. do this for the other faces and go into the material editor and start making textures lol. there shud be something in the material editor to set different materials ID so when u apply it to the object u shud have different textures on different faces
joiceyuk 1 year ago
@joiceyuk Don't forget to change the material type to Multi/Subobject material :)
MarcusDesigns 1 year ago
damn that was easy thanks!!
veryfuck 1 year ago
k cool thanks
i needed to put a texture on my Sheppard(male) from Mass Effect 2
MANIF3STtv 1 year ago 2
thank you!!!
popovickonstantin7 1 year ago 3
thank you man,you saved my life :p
marsling12 1 year ago 13
@marsling12
lmao! :P mine too
WithLoveFromKay 3 months ago
THNX
Ubazr 1 year ago 4
thnx
5/5
punjabibandar27 2 years ago 5
thank you so much!!!!!!!!!!!!
1015287 2 years ago 4
interesting... can u do for me this too?:)
MsMafiaable 2 years ago
Not sure what you mean. Can you explain further?
MarcusDesigns 2 years ago
Just what i was looking for!
pupu0603 2 years ago 5
This is exactally what you need as a bigginer. Thank you
bailer4life 2 years ago 5
Holy shit dude thank you so much.
ThePalmFilms 2 years ago 14
I LOVE MARCUS
screeeeeee 2 years ago 2
awesome man!
Thanks a lot!
gNarKillportugalteam 2 years ago 5
Thanks!
EXCESSENTERTAINMENT 2 years ago 4
thanks man :D
StrangeFilm 2 years ago 4
omg hank you very much i finally found a video which showed me exactly how to get this done, THANKS AGAIN :)
trinilisa2 2 years ago 4
It really helps & thnks a lot mate. cheers! ;)
freemancarl 2 years ago 4