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In your 3D application create an object. Any kind of primitive will do or you can use a model. We're just going to use a cylinder for this. In 3DS Max we'll apply the UVW Map modifier and then create a material with a nice finished wood. Simple enough, so far. Here comes the hard part. |
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Select the Ornamental Texture that you want to use, select the Surface Solution for that texture and put it in the Bump Channel of your material at whatever strength you feel is appropriate. I'm using the Surface Solution at about 35 and I've chosen a standalone ornament so I've clicked off tiling and taken a moment to center the design. That's about everything. Render. |
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There. That's why it would be a bit redundant for us to create new finishes for these textures. If you've been working along with me, you should have what appears to be an applique protruding from your finished wood surface. Ah! You say you wanted a design carved into the wood, not a raised from it? Here's a neat trick. Change the strength of the bump channel by simply placing a minus sign in front. I'm changing the 35 to -35. Render again! |
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How's that? Now was that as hard as you thought? Up to this point there's very little difference between Max and most other 3D apps as to how this is done and most of you are quite familiar with this process, but for some reason many of you overcomplicate this.
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Using a 'blend' or 'mixed' material and/or different map channels, you can use these as a 3D decal to add an applique with a different wood tone.. |
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..or even the metal tones that are included on the CD |
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..and they don't only work with wood. It's a snap to add character to metal, stone, plastics and other materials to beautify that boring spaceship or mausoleum |
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So we won't be adding new finishes to the Ornamental Textures collections, but then again, nothing around here is really carved in stone.
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Click here to return to the Tutorials Page. |
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