This is the second part from :"Speaker Modeling tutorial" but now we will move forward, and we will make the texture. We will use bump, maybe displace, materials, textures and I will also show you how to use unwrap UVW's . You need to unwrap uvw's when you want to make a texture more detailed on an objects. So, open your document with the speaker and we will start with the wooden box. We can pick up a texture and apply directly on the object, but soon you will need to make some objects with a custom texture. Example : on a box, you need to write something only on a single face, and then you will need to unwrap the uvw
. I will be always here to help anyone. If you didn't followed the tutorial, check the download page to download the file. (it works only in 3DS Max 2010) . If you have an older version, you need to follow the las tutorial. We will make the textures and will render the speaker using Vray.
1. Hide everything but keep the box in the viewport because we need to unwrap the uvw's. Select the box, then go to the modifier list and select "Unwrap UVW". Them, choose "Face" from the submenu (click on that little +).
2. You need to click on the "Face" because now you can select the polygons. Select all the polygons from the speaker's box (you can press CTRL + A to select them all) :
3. After you have select all the polygons, press on the edit button
4. A window like below will appear. Keep the faces selected :
5. In that new window, go to Mapping > Flatten Mapping and press ok.
6. After you have clicked on OK, you should see something like that.
7. If you click on one of the shapes in that window you will notice that in the viewport is also selected.
8. Select all the faces from Edit UVW's window and drag the out of that square. then put them as you want. (try to find a very easy way for you) . I have put them like this. Don't change their size, I will explain later why because here its not so important because its just a simple box. I forgot to tell that you can rotate them if you really need
.
9. I want to remember you that this is just a basic texturing tutorial. Search on this website for another texturing tutorial and I'm sure that you will find what you're looking for.
10. Go to Tools > Render UVW Template. There you can make your texture rezolution settings. Normal for games is 1024 x 1024 but we will not use this in any game, and if you need objects for games, they should be lowpoly. I will make an 2048 x 2048 texture. Then make the same setting as in the image, and press "Render UV Template".
After pressing the "Render UV Template" button, you sould have this :
11. Save that image as .jpg, open Photoshop (ar another similar software) and open the image. I'm using Photoshop CS3.
12. Now all you need to do, is to find a texture that you want to put on the speaker box. I'm using a wood texture, and you have it below.
13. Cover all the grey areas with that texture, and if you want, you can make a new layer and "draw" something. But if you want to make something more, create another layer.
I HAVE MADE A NEY LAYER AND I HAVE MADE THIS (i have added this just to show you how it works)
14. I recommend to make a folder for each object. Save the texture as .jpg and name it Diffuse (or you can put what name do you want). Now, if you have added another layer, hide it, because now we need to see just the wood texture. We will make the bump map. Bump map will make the texture look real. Go to Image > Adjustements > Black & White and press OK
15. Go to Image > Adjustements > Levels. And make the layer a little bit brighter. Move the indicated arrow a little bit to the center
16. Save this as .jpg and name it Bump in the same folder with the diffuse map.
BETWEEN STEP 16-17, I FORGOT TO TELL YOU TO WELD THESE VERTICES BEFORE STARTING UNWRAPING THE UVWs. SELECT ALL THESE VERTICES, THE PRESS ON THE LITTLE SQUARE FROM WELD, AND PUT THESE VALUE. There are 2 rounds of vertices selected. Do the same thing for the other speaker.
17. Let's go back in 3DS Max, and hide everything except the speaker. Select again Unwrap UVW from modifier menu, choose "Face" , select all the faces and press EDIT. Its the same thing like on the box.
18. After you have pressed EDIT, you should see something like this.
19. Go to Mapping > Flatten Mapping and press OK. You should now see the speaker divided in many parts.
20. Pull out from that blue square all those parts and select the same polygons/faces as me (select these polygons in the viewport, using "Faces" from Unwrap UVW's.
21. Go to Mapping > Normal mapping > and from that dropdown menu, choose Top/Bottom Mapping and press OK. You should see that entire front part of the speaker like in the 2nb image from this step
22. Now select the same faces as me (normally these face are the front part of the peaker's frame, which hold in place the speaker) and the go again to Mapping > Normal Mapping > Select Top/Bottom Mapping from the dropdown menu.
23. Make these faces a little bit smaller, (or bigger) and fit them like me.
24. Place the speaker and he's frame in the blue square. Be sure that the size fit into the square.
25. All the other parts will be black (or grey), so, we can make them very small and put them into a corner. BUT WHEN YOU WILL TEXTURE A COMPLEX MODEL, YOU SHOULD NEVER DO SOMETHING LIKE THIS. NOW WE ARE DOING THIS BECAUSE IS USELESS TO PUT TEXTURE ON SOME FACES THAT WE ARE NOT SEE.
26. Go to Tools > Render UV Template and make the same setting, then press Render UV Template:
27. You should have something like below. Save the image as .jpg, and open that image with Photoshop (or another similar software)
28. Now, replace the grey parts with your texture. The small parts from the corner, you can make them black, but the speaker need to be textured. Here is what I have made ( I will say that you know how to use photoshop and replace parts and create images - it will take too much time if I will explain how to make te textures)
29. Go back in 3ds max and do the same thing for the other speaker. Do not assing the texture yet because we will need to make some settings
30. Now we will make the texture for the fron part of the speaker. That plane with those 2 holes. Hive everything except that plane
31. We can add a texture very easy bit it will be better if we will unwrap it. So, select the plan, and choose Unwrap VW from modifier menu. Select Face, select all faces from that plane, and press Edit. You should see something like this (if you see something different its ok - its nothing bad)
32. Having all the faces still selected, go to Mapping > Normal Mapping , select Back/Front Mapping from the drop down menu and press ok. You should have this (2nd image)
33. You can turn on a vertical position, like I did. But only if you want and if you thing that it will be easier for you when you will pus a texture on it.
34. Go to Tools > Render UV Template, make these settings, and press the "magic button" Render UV Template"
35. As we did before, import the image in Photoshop and play with. I have made something simple, but you can do what you want. I have made this .
36. And for the bump made, I have made this :
37. Only two things remaining. We will take care of the front part then we will move to the back input. Hide everything and let the front protection visitble
38. Here you will a little bit complicated. Well, its not complicated if you pay attention. Select again Unwrap UVW from modifier menu, select all the faces from that object, and press edit.
39. You will see this :
40. Drag out those faces from that square like below :
41. In the viewport, select these faces.
42. Press edit (and the Edit UVWs window will appear), go to Mapping > Normal Mapping and choose Top/Bottom Mapping.
43. Now drag them out from that square (1st image), and select these polygons (2nd image)
44. Go to Mapping > And choose Flatten Mapping. You will have this(1st image). Drag them out and try to fit the big polygon inside of the first part that we have unwrapped (you can use scale to make it smaller) , but only the big polygon.
THE EDGES SHOULD NOT INTERSECT
45. Do the same thing for the rear part of this object (. Select the same polygons (but on the other side) and do the same thing. I think that its not necesary to repeat the same thing. But only the rear part, don't do anything on the sides.
46. Select the cylinder, Go to Mapping > Normal Mapping, Back/Front Mapping and you will have this (2nd image)
You can make the smaller and place them in a small place because they will be a single color, (grey or black)
47. Select all the sides that we have not selected, then go to Mapping > Flatten Mapping .
When you will choose flatten mapping you will have this :
48. Now, put all the parts back in the blue square.Be sure that you will make enough place for every piece. You can make the parts smaller but try to keep a proportion between the parts. I have put them like this :
49. As you now, go to Tools > Render UVW Template, make these settings and press the Render UV Template button.
50. Import the image in Photoshop and make you texture. Here is mine :
51. And here is the bump map :
52. The last thing that you need to texture is that input, on the back of the box.
53. I don't think that I need to say again the same steps
. Here you have my texture and my bump map.
IF SOMEBODY NEED HELP, ASK ON FORUM.
54. We will start with the box.I will explain only how to assing the maps. You just need to play wih the material setting to make it glossy, add reflexion, etc. I will explain this in the next tutorial. So, pick up a material from material editor, and click on the little square from diffuse and choose Bitmap
55. Now pick up the texture that you have made for the box. You should notice that the material is changed.
56. Put that material on the speaker's box and press render (you can also put a light source). This is my result :
57. It doesn't look bad, but we can make it look better. Go again in the material editor, and select the same material that you have put on the box. Scroll down a little bit and in the Maps tab, you will see Bump
58. Click on the None button, choose bitmap, and pick up the bump texture that you have made for the box
59. Press again the render button, and know the wood looks more real. I want to say that you can see the details of the wood. Play with the amount to find your desired solution.
60. Do the same thing for all parts of the speaker. I hope that you have understand the basics of Unwrapping and if you need help, ask on the forum. I will respond to anyone. Don't forget to press the LIKE button and leave a comment or a sugestion to improve the website.
3ds speaker modeling beginner detailed texturing tutorial tutorial
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Man…I really NEED to learn how to do this because I have an idea (in my head) and design for some speakers that I want to patent. BUT I couldn’t find the Orthographic view setting!! I’m extremely new to this…I have 3ds Max 9. I went to different sites & looked up how to get Orthographic view like you say after “editable poly” & cannot find or get it! Help!! I need to make these speakers!!!
Other than that, I really appreciate you taking the time to do this tutorial…please let me know what I’m doing wrong! I’ve right clicked on upper left corner of perspective view & clicked all over the place to find the same menu where it says: cameras, lights & then perspective & orthographic under it & so on…help. williamromero.sex69@yahoo.com
this ia why we have a forum. If you need an account, use the contact settings and give me your Username and a password that you want to have on the forum . The account are made manually by me (the password can be changed after)