Part 2: Texturing and lighting the Nissan R390 GT in 3ds max 5
>> Section 1: Planning

Just as you plan ahead the number of faces your model will need for its purposes, in the same way you also have to plan the size of the textures you will realize. Finding yourself with wrong textures in the end is a very bad experience. In our project, we are aiming for *at least* 1024x768 detailed renderings: this means that all of our textures will have a minimum resolution. Lower reolutions will almost surely lead to artifacts in our final renders. To simplify, imagine you have a bonnet texture at 200x200 pixels: if you render an image where the bonnet fits the render, you won’t be able to render images larger than 200x200 without getting artifacts, as 3ds max has to guess the missing informations. Nowadays hard disk space is (finally and luckily) a minor problem, so i always tend to “oversize” the textures so i am 100% sure they will meet my needs. In this case i went for 2000x2000 pixel textures for larger areas (as the bonnet) and 1000x1000 for smaller panels.
The actions required to create the textures and to define UVW coordinates on the whole model are repetitive and fairly simple, hence i will explain how to apply textures and materials to a single element, the bonnet: it’s up to you to continue with the rest ;)

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