Applying Textures in 3ds

After you've sized all the textures and you're ready to apply them to the Hicks character, you'll need to open the mapped Hicks Max file that includes the UV mappings. Then you can use the Material Editor to create a material for each part. Because earlier we created a material for each part and applied a checkerboard texture to the various parts, at this point we only need to replace the checkerboard with the correct texture and view it in Max.

1. Open the HICKS-textured.max file from the Chapter 6 folder on the CD-ROM. This file is the one that has all the test checkerboard textures applied to it. With this file, you'll only need to replace the checkerboard texture with the actual textures we just painted.

2. Open the Material Editor and select the first defined material for the legs. Click on the texture mapping button for the diffuse color to open the settings for the applied texture. Then click on the button that has the defined texture and select the Leg texture.tif file. Then drag the material to the leg object in the viewport to assign this material to the corresponding part.

3. Repeat step 2 for all the remaining parts. For the head, remember to apply the bump map also. Open the Maps rollout in the Material Editor and click on the button for the bump map. Then select the Bitmap option in the Material/Map Browser and select the bump map texture. Figure 6.43 shows the completed textures on the model in 3ds Max.

3ds Max Apply Texture Models
Figure 6.43 The completed texture maps applied to Hicks in 3ds Max.
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