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 ;)
-
|
 |