Game Development Reference
In-Depth Information
4. For the ball you will do something a little different. Instead of using a tex-
ture map from a file, you will create a procedural map. Procedural maps are
generated mathematically in 3ds Max. Select a new material slot in the
Material Editor and then go to the Maps rollout. Click on Diffuse Color
and select Cellular from the Material/Map Browser, as shown in Figure 8.5.
Figure 8.5 Use a cellular material for the ball.
5. The cellular material has several color options available. Click the Cell
Color box in the Material Editor to bring up the Color Selector and change
the color to a light blue, as shown in Figure 8.6.
6. Now change the top color under Division Colors in the Material Editor to a
dark blue (see Figure 8.7). Leave the other color black.
7. Apply the new material to the ball (see Figure 8.8). Procedural materials
are different from file texture maps because you can adjust them after
they are applied to the object. If you want to change the spacing of the
colors or make other changes, you can simply type different numbers into
the options in the Material Editor. Try changing a few numbers, such as the
Size or Spread options, to see how they affect the texture on the ball.
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