Ford Escort – 3DS max car texturing tutorial

26. We need to unwrap the headlight glass but the best part is that it will be more faster than the car unwrapping and we will unwrap only the backside of the glass. The rest of the glass, you can scale it down and place it in a corner because we won’t apply any texture or map on it :


27. Use this map (first image) and apply it over the uv template. First, render the UV template as we did for the car. You can use what resolution you want. I will use 810 x 810. When the template is rendered, use photoshop and apply the map as I did in the second image. Save the image as .tga



28. The map that we have just made will be used for making the details. Now we will make a map that we will use to make some details a little bit blurry. So, below you have a map, that you need to put it as the same as you did for the map that we have created earlier. Be sure that will fit perfectly over the first one. And again, save it as .tga


29. Now let’s apply these maps to the headlights. First, DOWNLOAD THIS MATERIAL. Import it in 3ds max , and do the following :
a) Set up the normals (bump) map. Scroll down until you will find the “Maps” tab and click on the empty slot from “Bump” and choose “VrayNormalMap”


b) then a new menu will appear. Click on the “none” button > choose bitmap > pick your normals texture (the purple one) and press ok


c) now click on the “Refract” slot > choose bitmap > and pick the other texture (that black& white one)


d) apply the material on the headlights and on the interior side of the headlight, you can apply a chrome material
30. That’s all. For the cornering lamps and taillights, do the same thing that we did for the headlamps. For them, you wont need a refract map (that greyscale map) and I guess that a normal map will be enough. Here you have them :) I have made them for you :


31. Unwrap the taillights and the cornering lights, then do the same thing that we did for the headlight. Apply a chrome material on the interior side of the lights, and on the glass, make the unwrap in order to apply the normals on the interior side of the light’s glass. And outer side you can scale it down in order to save some uv space. Here you have the unwrap for the cornering light with the normals applied :



DO the same thing for the taillights and once you are done, render your car and show us on the forum your result. If you have any kind of trouble when you are following this tutorial, please let me know on the forum and I will try to help anyone and if you need some vray materials as reference, just take a look at :)

Some renders :


and a final render :)


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3 Comments on "Ford Escort – 3DS max car texturing tutorial"

  • sckili

    Great!!!!Beautiful!!!thanks a lot :):):)

  • Mihai

    Felicitari ! Apreciez mult munca ta, de vreo 2 ani, cand te-am vazut pe Softpedia. Bafta !

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