About the authorMy name is Marquise Deal, sophomore at Durham School of the Arts.
Disclaimer: " views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.")
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Another week down with 3ds maxs. I feel way more confident than I did than the past couple of weeks. I was finally introduced to "materials". Materials allow you to add specific effects to a certain part of a primitive. Everything is easy to manipulate and navigate when your working with materials. This is something I was hoping that came with 3ds max. But one thing I am still confused with is which materials input to what and which don't. So I researched more about this subject.
You have the two main components when working with materials. Maps and standards, maps go into standards. Example say you wanted to create a nice looking spaceship. You would create you spaceship using a box primitive and messing around with the vertexes after converting it to a editable poly. Then click the "m" key to maximize the materials window. Now you drag out the standard material. Now you want to add like a NASA logo on top on the spaceship so you would want to use the bitmap "map" and set that as your diffuse color. Now you want to add more but you can't because their can only be one diffuse color for a standard. This is when you want to use the "composite" standard so you can add multiple maps. You can now add things like the marble tint, dent, cellular to make it look more of a spaceship. In Conclusion;
References; https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2018/ENU/3DSMax-Tutorial/files/GUID-5BA72891-97EC-4688-8B50-9FACCF1FF040-htm.html
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