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  Studio 3D Max Tips and Tutorials - Modelling and Texturing a simple Puddle
 

Sound knowledge of 3D Max texturing and mapping is ESSENTIAL

Small Puddle Texture in 3D MAXALL Photoshop Textures and HDRIs are included along with the Studio Max Scene file for download - see below.

The Textures.

You can skip this and download the Max file. But if you really want to find out how it works read on.

I created the texture with 2 main textures blended together. You could probably get away with just the one ... but for finer control 2 are needed. One is the basic puddle texture - the watery part, the other is the dry stone part. This works just the same for tarmac, just that the edges to the water will have little stones and gravelly bumps and not edges as I have.

The Puddle Water is constructed from a Raytrace material. I need 3 maps :

  1. Diffuse - colour texture
  2. Reflect - which areas reflect, which a little and which none
  3. Bitmap - for the releif effect of the underlying texture AND the smooth water


So let's look at each of these maps ...

There is one common part and that is the modified area that I will use for a bump or reflect map - basically the area where the water is. This is a seperate layer in photoshop (also one copied and inverted - thus one black, one version white). By blending these layers over the diffuse layer, the bitmap (grayscale modified) bumpmap texture and a black layer (reflect layer) we have the textures we need.

So blending the diffuse layer with this water area (black version) to give the effect of a damp area (the original picture does not have this dark patch)

(1) :


And now using the white copy against a layer with a plain black background for the reflect texture

(2) :


And with the white version against the greyscale for the bump map

(3) (Update: for better effect the actual puddle area should be BLACK not WHITE as shown below):


With those applied to the diffuse, reflect (turn the reflect to Fresnel - see below) and bumpmap slots we have the main water puddle texture.

Why blend this with yet another texture ?

Well ... this puddle layer has a specular that is shiny and sparkly for the water. Great for the puddle but not good for the dusty ground.

So ... create a second texture this time a normal shader with the same diffuse texture (1). and place this texture and the puddle texture in a blend material using the reflect map (2) as the blend. This means the water shines through but the ground is dusty.

Setting the reflection to Falloff

I've had a quick play with the reflective settings and the best method I have found so far (couldn't get the adjusting other method to work) is to go to the Puddle material and adjust the reflective type to fresnel - shown below, click on where it says Reflect to cycle through options :



Now you can adjust the fresnel values (Index of Refr.) to get this for a

fresnel of 1.55 :


Fresnel of 4.0


Fresnel of 8.0


Download Files :
  1. Photoshop File 2.0 Mb - see exactly the images used.
  2. Max 7 File (Mental Ray but should work with any renderer) 15Mb file mostly un-optimsed textures in uncompressed TIF format.

Photoshop File contains the layers to make the following maps :

I have these layers starting from bottom up 1 - 5. :

1. Base Layer is the colour texture.
2. B&W processed version of 1. for bump maps
3. Blank layer - filled with black
4. Painted puddle and cracks in white
5. Duplicated version of 4., inverted so it is now black.

To create the maps I need to blend the above layers like this :

1 Diffuse map

Combine Layer 1. with Layer 5. but set the opacity of level 5. to what you think looks right to represent the wet area at the edge of the puddle (and under the water if you set reflections lower).



2 Bump map

Combine bump map Layer 2. with Layer 4. the white puddle part.

As you can see painting white on white is not easy, so perhaps draw it with only layer 1. showing underneath - and when you have finished with layer 4., then duplicate it. (Update: for better effect the actual puddle area should be BLACK not WHITE as shown below)



3 Reflectivity map

Combine the black layer 3. with the white puddle part layer 4. White will be the reflective part - black not.



This map is also used to blend the materials.

   
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