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View Full Version : Adding Blood to a Texture/Model in 3DS Max


Omnipotent
10-07-2006, 06:26 PM
Okay I have another simple texture problem. I have a lovely shiny and slightly reflective floor on my interior model. However, what I want to do is to be able to add in certain places some blood. I was thinking of UVWunwrap and adding the blood in Photoshop, but when I bring it back into 3DS Mxx wont the blood be rendered in the same way as the floor in terms of reflections and shinynes?

So how do I go about adding blood and mud to a shiny wooden floor? I obviously don't want either to have the same properties of the wooden floor as I don't really want it to be shiny or reflective.

Must be a simple way of doing this, and hope you understand the question am asking.

FutureMan
10-07-2006, 06:59 PM
You can use a Blend Material with a Mask image designating the areas to be covered in blood or muddied.

shikav4
10-07-2006, 08:10 PM
Ok the answer is Specular Map.

If your wondering what its is then it is a map (just like a texture map or bump map) but it tells your 3d package which part of a model should shine more and which should shine lesser.

Like bump map it should be black and white. Areas which are white will shine more while areas which are black will shine less.

I think thats what you're looking for. Here's a video tutorials for making a Specular Map from a texture map.

http://forums.ego-farms.com/index.php?topic=80.0

Download Part 11 and part 12. Its very useful.

Hope I could help,
Shikav4