CUSTOMIZING YOUR WOOD FLOOR - PARQUET MATERIAL

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68,159

Updated:

Oct 18, 2008

Readership Level:

Intermediate

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3dsmax Versions:

4.x, 9.x, 2008, 5.x, 6.x, 7.x, 8.x, 2009

Platforms:

windows

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Language:

English


CUSTOMIZING YOUR WOOD FLOOR - PARQUET MATERIAL

 

Introduction:

 

Floor is one of the elements contained in Architecture. Floor Covering Materials are several kinds, such as, concrete, ceramics, marble, steel plate, glass, wood, and etc. One of the floor covering material that we will learn is the wood. There are 2(two) Wood Floor Form,  regular, and irregular form. As a form of regularity; collated row, and a row, this form of a general often found on the pier wood floor, this form of order and the board tend to be rigid. While the form of irregularly used to show effects thus do not feel certain monoton, for example, on the parquet floor. This tutorial will guide you on how to make the cover material from the wood floors (parquet), and I assume that this tutorial is intended for the beginner level and understand the use of basic software on the'3dsMax ' very well.



1) Go to 3dsMax software, and start by creating a box with the size of a thick; 0:02 m,  5 m in length and width of 3 m. (on the scale of the size of the box that we will use as a floor, you can set you up). Then give the name of the object box with the 'floor'.



2) Press' M 'on your keyboard to display the Material / Map Browser,' then change the settings without any application of material standard slot on the objects' floor '. Click the left slot on the material standards, hold, then slowly move the object on the 'floor'. Back in the Material / Map Browser, click on the 'diffuse' so it appears a 'floating bar' new slide 'slidebar' to down to the choice of 'Tiles' left click twice to applicate it to the material.


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3) Once selected, in the 'Standard Controls' select' Custom Tiles '.

 


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4) In the 'Advanced Controls' values change from the' horiz and Vert Count 'to; 20 for' horiz Count 'and 100 in the' Vert Count '. besides that, change the 'Color variance' to 0.5, 'Horizontal Gap' and 'Vertical Gap' to 0:01. (This step is to set the scale pattern that will become a reference for the texture of the object).

 


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5) Then we will create 'UVW Map' menu by selecting 'modifier', 'UV Coordinates,' and select 'UVW Map' (This step is the implementation of how the size scale of the texture of the object. Remember the value of the amount must be greater than the size of the object was 3 mx 5 m so that the texture is done repeatedly, but not monoton).


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6) Select 'Mapping' box on the 'Sidebar Menu' to the right of the screen, visible 'UVW Map Paremeters', and change paremeters to 10 m for' Length 'and 10 m for' Width '.


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7) Click the '-' in the 'Standard Control' to undermine the menu. And on the menu 'Advanced Controls' slide' sidebar 'slow-down menu to' Stacking layout '. Modifications' Line Shift 'and' Random Shift to be 0.0 and 1.2. (This step is to change the basic pattern that we will use that to be random and not uniform).

 


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Comments

Dashboard_avatar
May 25, 2012
Post id: 16409
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Nice tut. I don't work in Max but it was very easy to transfer the idea over to Maya. Thank you!

Dashboard_avatar
Oct 15, 2012
Post id: 16978
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Links do not work. Worthless without them.

Dashboard_avatar
Nov 06, 2012
Post id: 17089
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Thank you for fixing the links

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