| Step 1 |
As always, first of all open up 3D Studio Max and make a new scene (File->New). I¡¯m using version 6 of Max for this tutorial. |
| Step 2 |
Because I already wrote a tutorial on how to add text in 3D Studio Max I won¡¯t explain it again. So, if you haven¡¯t read that tutorial and don¡¯t know how I got the below scene then I suggest reading Adding Text tutorial. I will only add that in this example I used the following settings for the text:
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| Step 3 |
If you have read it then continue reading. First of all let¡¯s set up some light in the scene. To do that go to Create Panel and click on Lights as shown in the picture below. |
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| Step 4 |
Select the Omni Light and place 4 lights in your scene in the top viewport. It doesn¡¯t matter where you place them because I¡¯m going to tell you the exact coordinates in the following steps so your scene will look very similar to mine. |
| Step 5 |
Select any of the lights you just created by clicking on them. Now select the Move Tool and press F12 on your keyboard. In the dialog box that appears input the following numbers: |
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| Step 6 |
Now select your second light and do the same thing. Input the following numbers: |
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| Step 7 |
Now the 3rd one: |
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| Step 8 |
And finally, select the 4th Omni light and use the following coordinates: |
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| Step 9 |
Now that we have finished placing the lights let¡¯s set them up. Select one of the Omni lights and go to the Modifier Panel. |
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| Step 10 |
Change the settings I marked in the picture below and leave everything else default. Note that you will see the options Cicled in Green ONLY if you use Brazil R/S. If you don't have Brazil R/S then use "Ray Traced Shadows" instead of "Brazil Ray Shadows". If you do this then ignore the second picture, and continue reading. |
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| Step 11 |
Use the same settings to the other 3 Omni lights in your scene. |
| Step 12 |
Ok, lights are finished, now for the fun part. Because in this example I¡¯m going to use Multi/Sub-Object materials so that I can color each letter individually, I have to first select different material IDs. So, what is a material ID? Well, material IDs work on polygons. It¡¯s like this: you create an object (in our case the text is our object), you convert the object to ¡°Editable Poly¡±, select one or multiple polygons from the object and assign a material ID to those polygons (it¡¯s something similar to Smoothing Groups ¨C read ¡°Loft Modeling¡± tutorial to see what Smoothing Groups are ), and when you create a material you will tell 3D Studio Max to use that material only on those polygons that you want. Easy, Right? Well, not actually, but if you continue reading you¡¯ll understand. |
| Step 13 |
So, let¡¯s apply some material IDs. Right click on the text and select Convert to Editable Poly. |
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| Step 14 |
Select the Polygon Sub-Object. |
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| Step 15 |
Now, in the top view port select all polygons from the letter that you want to apply a different material. I choose the two X¡¯s. To select the polygons, make sure the "Window/Crossing" is selected and just make a rectangular selection around the letter. |
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| Step 16 |
While the polygons are selected, in the Modifier Panel scroll down until you find this: |
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| Step 17 |
Select a material ID for this polygons. I choose ¡°2¡± |
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| Step 18 |
Now go to Edit->Select Invert to select all the polygons left. Set the material ID of this polygons to 1. |
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| Step 19 |
As I said, I'll color different both X¡¯s. So I¡¯ve selected the other X the same way I explained in step 15 and did the same thing like in step 17, selecting the same material ID, ¡°2¡±. |
| Step 20 |
Now to add some little detail to our text, let¡¯s add some chamfer to those edges. |
| Step 21 |
Select the Edge sub-object. Go in the Left viewport and select all the edges, like in the picture. To do that, again make sure you have Window/Crossing enabled, then make a rectangular selection around them. |
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| Step 22 |
Now, in the Modifier Panel click on the box next to Chamfer. |
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| Step 23 |
Use the following settings in the dialog box that appears then hit OK. |
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| Step 24 |
Well now everything is almost set up, all we need is our material. |
| Step 25 |
Press Ctrl+M to go to the material editor, or click on the icon circled in red. |
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| Step 26 |
Select an empty material and use the following settings: |
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| Step 27 |
Now scroll down a bit and click on Maps Tab, check Reflection, input 50 in the edit box instead of 100 and click on the circled button. From the dialog box that appears select Raytrace. Do the same thing with Opacity but select Reflect/Refract instead of Raytrace. |
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| Step 28 |
Now select another empty material and use the following settings. |
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| Step 29 |
In the maps tab use these settings: |
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| Step 30 |
Ok, we have our two base materials. Now how do we tell 3D Studio Max which material to use with the material IDs that we set. Well, we need a Multi/Sub-Object material. To make this material do this: Select an empty slot and click on Standard. |
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| Step 31 |
From the dialog that appears select Multi/Sub-Object. Now we only have to assign our main materials to this one. Because we only have 2 materials I suggest changing the number of materials shown to 2. |
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| Step 32 |
Now all we have to do is drag and drop our materials on the material ID that we selected. |
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| Well that's about it with this tutorial. In my final result that you can see bellow I used Brazil R/S with the settings explained in Setting Up Brazil R/S tutorial. So go read it if you have Brazil. I'm currently working on a way to get a similar effect using Default Scanline Renderer that comes with 3D Studio Max. I will make a tutorial on that as soon as possible. |
| Final Result |
If you found this tutorial useful then please Register on Xtreme-piXel.com Forums. You will also be able to ask questions regarding this tutorial in the designated section Xtreme-piXel.com Tutorial. Thank You for reading. |
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