This 3 sentence summary provides the essential information about upgrading materials and adding lighting in the 3D architectural model tutorial:
The document outlines steps to upgrade materials in the 3D house model to bitmaps with real-world scale, including applying texture images to walls, roof, foundation and adding a ground plane with grass material. It also describes adding two standard lights to the scene - a spotlight for the key sun light and a second spotlight for fill light.
This 3 sentence summary provides the essential information about upgrading materials and adding lighting in the 3D architectural model tutorial:
The document outlines steps to upgrade materials in the 3D house model to bitmaps with real-world scale, including applying texture images to walls, roof, foundation and adding a ground plane with grass material. It also describes adding two standard lights to the scene - a spotlight for the key sun light and a second spotlight for fill light.
This 3 sentence summary provides the essential information about upgrading materials and adding lighting in the 3D architectural model tutorial:
The document outlines steps to upgrade materials in the 3D house model to bitmaps with real-world scale, including applying texture images to walls, roof, foundation and adding a ground plane with grass material. It also describes adding two standard lights to the scene - a spotlight for the key sun light and a second spotlight for fill light.
Open your original file simple house 001.max. Save as simple house 002.max. Make sure Max is set up right for this tutorial. Customize/Custom U an! "efaults S#it$her shoul! say Max an! ame%light & if not' please $hange an! restart Max. Upgrade your materials (images and real-world scale) Use the exa$t materials spe$ifie!. Sele$t your Walls texture. (it the !iffuse slot' $hoose )itmap' navigate into the *!s Max program fol!er' an! sele$t this material as sho#n in the s$reen shot fin! this material in the +r$hMat fol!er in the Maps fol!er. Set the )ri$k to real world scale. Che$k Use Real-World Scale. ,his is very useful for ar$hite$ture. -stimate .x. ft. ,ip & if you hit this /view image0 )utton' you $an see the )itmap image an! estimate its real%#orl! !imensions. 1 Optional & f you #ant an interior #all $olor' $reate a multi-suo!ect material an! set the polygon i!s. Make the )ri$ks poly 2 an! the interior #all a !iffuse $olor of your $hoi$e set to poly i! 2. +pply a U12 map mo!ifier to the house. Set it to )ox3 4emem)er top sele$t 4eal 2orl! S$ale here too3 ,ip & always turn this on or you #ill not see your map on the mo!el3 2 Sele$t your texture name! Roo"# f you use this spe$ifi$ material you #ill not have pro)lems #ith aligning to the roof si!es. 5or the roof use this )itmap in the !iffuse slot3 ,his gets an estimate! 4eal 2or! S$ale of .x. ft. 6ou nee! to al#ays $he$k Use 4eal%2orl! S$ale in your up!ate! materials' an! estimate the !imensions in feet. 4otate on 2 70 !egrees as sho#n )elo#' to align to the roof. 8ut a U12 mo!ifier on the roof. Set to plane or )ox. ,urn on 4eal 2orl! S$ale in the U12 mo!ifier too. 4eal #orl! nee!s to )e set in both places. 3 5ollo# in this manner to up!ate all your materials to )itmaps #ith real%#orl! s$ale an! U12 map mo!ifiers. $oundation 5or example' the foun!ation nee!s a $on$rete material. ,here is a maps fol!er in *!s Max $alle! $on$rete & please look there. %rass +pply materials in this manner to everything )ut the glass. Make a ne# material name! %rass. 5or the grass use this. Set to 4eal 2orl! S$ale size of *x* ft. Make the groun! plane3 n the top vie#port make a plane 290x290 ft. 8osition it at 0'0' %2 in$hes3 4 ,he groun! plane looks like this in the front vie#port' setting )elo# the foun!ation3 6ou $an set it to 4eal 2orl! S$ale right on the plane :!o#n at the )ottom; "rag the grass material to the plane. 5 S&y ac&ground <o 4en!ering/-nvironment an! lo$ate a )itmap. use! this one in the +r$hMat fol!er. f you $annot fin! that' use one in the Maps/Skies )a$kgroun!. 8lease !o not use an image from the )a$kgroun! fol!er. (ere is a tri$k to sho# your sky in the )a$kgroun! an! $ontrol its position = "rag the slot of the )a$kgroun! image to an empty material slot as an instan$e. :a$tually !rag the /)utton0 from here = 6 = to let go on a )lank gray sphere here :$oul! )e any name/num)er ...; Sele$t 'nstance #hen aske!. 6ou #ill no# see an image of the sky in the Material -!itor you $an $ontrol. >ut first you nee! to see the s&y in the viewport ac&ground. <o :from the main menu; 1ie#s/1ie#port >a$kgroun!/1ie#port >a$kgroun! = or' far )etter yet3 (trl ). ,his #ill open? set as sho#n3 :Use -nvironment >a$kgroun! an! "isplay )a$kgroun! )oth on. Make sure *erspective is also sele$te!.; 6ou shoul! no# see the 8erspe$tive 1ie#port sho#ing the sky )a$kgroun!. 7 +!@ust these 1 spinner )a$k in the Material -!itor to move the sky up or !o#n as nee!e!3 +rrange your vie# until you see something like this' #ith a lo# horizon. ,ip & the groun! plane is most effe$tive Auite lo# in this $ase. Standard lights Bight it using a spotlight for the sun' an! a se$on! spotlight for the fill. Make the key light :the sun; is set like this3 a very light yello#' 1.0 multiplier' sha!o#s on. Make the fill light3 a very light )lue' multiplier .**' no sha!o#s. Overshoot on for )oth lights. 4en!er' an! save the ren!er as Simple House Standard lights an! save the *!s Max file. 2e #ill use the ren!er for $omparison later. 8rint from 8hotoshop. 8