You can see the texture is now applied to the shark mesh, however it is not looking good right now. So with the shark polygon mesh selected, click on the Assign Material to Selection button. Now we will apply the texture onto the shark mesh. You can now see the texture file in the first material slot. ![]() Now select the " Shark color.jpg" file which has been supplied with the tutorial (or made in Photoshop), and then click on the Open button. This opens the Material/Map Browser window. And then click on Maps stack to expand it.Īfter expanding the Maps stack, click on the Diffuse Color map button to load the texture map. With the first material slot selected, increase the Specular Level and Glossiness values to 69 and 39 respectively. ![]() Now we just need to adjust the UVs, according to the texture image.Įither press the M key (or click on the Material Editor button on the main tool bar), to open the Material Editor window. However if you want to prepare your own texture, you can do so in Photoshop or another image editing program. I have included this texture image in the tutorial folder. There are various ways to create such textures, but what I did was use the original blueprint image (side profile) as a background reference layer in Photoshop, and then made the texture using several different skin images. With the help of several images, I have prepared this texture image in Photoshop. With all the faces on the opposite side now selected, turn on the Planar Map projection once again, as we did previously.Īfter applying the Planar projection map, don’t forget to turn it off once you have moved the selected faces out of the checkered area in the Edit UVWs window. With half of the shark mesh still selected, go to the Edit menu in the main menu bar and then click on the Select Invert option (or press Control-I) to invert the selection. In the Edit UVWs window, click on the Move tool to move the projected UVs and then move them outside of the checker area, as shown in the image below. Turn off the Planar Map projection button for now otherwise we won’t be able to edit the UVs in the Edit UVWs window. Open the Edit UVWs window again, and you can now see the new projected UVs in red. Now with half of the shark mesh selected, go to the Projection group and click on the Planar Map projection button. Right now this is not appropriate for applying the texture map, so we will tweak some parameters and options to unwrap it perfectly.īut first, to ignore the back face selection, turn on the Ignore Back Facing option. You will see the Uvs for the selected faces in red. Now select all the faces that make up one half of the shark polygon mesh (on either the left or right side), and then click on the Open UV Editor button to open the Edit UVWs window. ![]() Now select the applied Unwrap UVW modifier in the modifier stack, and then click on Face selection mode under the Selection group. With the shark polygon mesh selected again, click on the Modify panel option and open the Modifier List, then choose the Unwrap UVW modifier. With the shark model selected, Right Click on it and then turn off the NURMS Toggle option in the fly out menu. Let’s start 3ds Max and open the "Complete Shark Model.max" file which we saved at the end of the first part of this tutorial. Later parts in the series will cover UV Mapping and Texturing, as well as creating a versatile and animation friendly rig for the Shark. In part 1, author Soni Kumari will walk you through the entire process of modeling the shark’s body, fins, mouth, eyes and teeth using 3D Studio Max’s standard poly modeling tool-set. In this latest series, you’ll learn how to create a believable shark in 3D Studio Max. In this part of the series, you'll create UVs for the Shark using the UVW Unwrap modifier and apply textures. Tutorial Preview: Modeling, Texturing & Rigging a Realistic Shark in 3D Studio Max - Part 1
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