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Thinking Outside the Box:
3DS Tutorial #1: CyberGuy

Vol. 2, Issue 13 
February 23, 2000 

Now, click on the small map button beside the diffuse value…

click to enlarge!

Click to enlarge

…make sure Browse From: is New and double-click Bitmap. 

click to enlarge!

Click to enlarge

Click on your blank Bitmap bar under Bitmap Parameters…

click to enlarge!

Click to enlarge

…navigate to your …\3dstuts\maps directory and double-click on cyberguy03.jpg

click to enlarge!

Click to enlarge

Finally make your material Sample Type a cube and turn Show Map in Viewport on.

click to enlarge!

Click to enlarge

Assigning the Material

If it’s not selected, select the rectangle and assign the material we just made.  Once assigned, notice how in the material box has white ‘corners’ in addition to a white outline.  This means the object selected is ‘wearing’ the material selected. 

click to enlarge!

Click to enlarge

This serves as a great way to verify the materials are assigned to the right objects.  Now close the Material Editor and change your viewport to Smooth + Highlights…

click to enlarge!

Click to enlarge

As you can see, something ain’t quite right.  The rectangle should be sporting the cyberguybuild material with a visible image of cyberguy03.jpg.  Know what the problem is?  The most obvious of course is the fact that the rectangle is just a shape and not a mesh.  We also have a problem because we haven’t assigned any mapping coordinates to properly see the bitmap material.  One way to fix all this is to go to the Modify command panel, click on the Edit Stack icon and turn the shape into an Editable Mesh.

click to enlarge!

Click to enlarge

Then we assign a UVW Map modifier to the mesh and viola.  It’s visible.  Another way is to assign an Edit Mesh modifier before you assign the UVW Map modifier and achieve the same results.  However, there’s an even better way.  Simply assign a UVW Map modifier to the shape.

click to enlarge!

Click to enlarge

This makes it a one-step process instead of two because a UVW Map can only be applied to a mesh.  Max knows this and takes care of the transformation for you.  The Mapping type is already on Planar so the image is aligned right.   Remove the UVW Map modifier and the shape reverts to its original state.  Slick, huh?

Something to remember when mapping guides onto planes is the power of two rule.  Cyberguy03.jpg is 256 x 256 making it square and video card friendly.  This ensures that it is going to be clear when seen in the viewport.  512 x 512 can work but it’s often blurrier and less distinct than at 256 x 256.

Creating the Shapes

Cool.  Now we’re cooking with gas!  Now it’s time to start the actual building process.  Select the rectangle if isn’t already and hit P.  Click on zoom extents…

click to enlarge!

Click to enlarge

 

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Credits: Illustration © 2000 Dan Zalkus. Thinking Outside the Box is © 2000 Paul Steed. All other content is © 2000 loonyboi productions. Unauthorized reproduction is prohibited, bitch.