Map, how to put them all together to form a texture in 3Ds Max?

The creation of 3D textures can be a complex process that requires mapping, skills, and technical knowledge in image editing and 3D modeling. With practice and understanding the step-by-step process, it is possible to experiment with different techniques to achieve the best possible result.

To merge maps and create a 3D texture, you will need to follow these steps:

1- Choose the maps:

Select the maps you want to merge to create the 3D texture. These maps can include color maps (Diffuse), normal maps (Normal Bump), reflection maps (Reflect-Glossiness), displacement maps (Displacement), among others that may be necessary. In this case, we will use a concrete texture map as an example!

The original image and all your map variations are ready! See how to make these maps in other articles on our blog!

2- Open 3Dsmax:

With the M key on the keyboard, the 3Dsmax materials editor is opened, go to MODELS → Slate Material Editor.

3- Configuration of the Diffuse Map (color map)

A different visualization mode will open, where it is possible to visualize the connections of the texture in a node scheme. We will use this in this blog to facilitate the understanding in a visible way.

Follow steps 1 to 4 where:

  • 1 – MATERIALS → CORONA → CoronaLegacyMlt;
  • 2- WILL OPEN THE MATERIAL;
  • 3- DIFFUSE → COLOR (CLICK ON THE SQUARE )
  • 4- In MAPS → CORONA → CORONA BITMAP → OK

With this action, the screen of your computer’s files will open to search and select the created image of the Diffuse Map!

4- Glossiness Map Configuration (gloss map)

With this, it can be seen in 1 that the Difusse created is already connected to the Concrete Texture, now we continue with the step by step to carry out the Glossiness.

Follow steps 2 to 4:

  • 2- In Refraction, change the level from 0 to 1.0 (this will bring maximum brightness to the texture through the color white).
  • 3- Just below, you will find Glossiness written, keep the Level at one and click on the square ▢ next to it, it will open screen number 4.
  • 4- In this one, you should select the option MAPS → CORONA → CORONACOLORCORRECT → OK.

Following, in 1 it will be possible to visualize that the CORONA COLOR CORRECT will already be connected to the Refl.Gloss, with it selected do the steps 2 and 3.
  • 2- With Correct selected, go to Input and click on NO MAP. It will open tab 3.
  • 3- In tab 3, go to MAPS → CORONA → CORONA BITMAP → OK.
  • Still below, if you desire more brightness in the texture, change GAMMA from 1.0 to 2.0, this will give an extra highlight.

Once again, your computer’s files will be opened so that you can look for the map created by Glossiness.

5- Normal Bump Map Configuration (relief map)

In 1, it can be noticed that the Glossiness Map will already be connected to correct and Refl.Gloss. And now let’s go to the Normal Bump Map
  • 2- In the Concrete texture, slide the side bar until you find the BUMP item → click on NO MAP.
  • 3- Tab 3 will open where in MAPS → CORONA → select CORONA NORMAL → OK.

The Corona Normal will be connected with the Bump as shown in 1 in the image below:

To connect the Normal Bump map image to the Corona Normal follow steps 2 and 3.
  • 2- With Corona Normal selected as 1, go to Corona Normal Textmap, select the options ADD GAMMA TO INPUT and FLIP TO GREEN (Y), then click on NO MAP next to INPUT IMAGE.
  • 3- MAPS → CORONA → CORONA BITMAP → OK. And then in your files, it will search for your created Normal Bump map!

6- Configuration of the Displacement Map (displacement map)

In 1 we see that the Bump connected to the Normal which connects to the Bump of the Concrete Texture.

For the Displacement Map with the Concrete texture selected, slide the sidebar until you find the item Displacement.

  • 2- In Displacement, indicated in 2, click on NO MAP.
  • 3- It will open screen 3 where you will search for: MAPS → CORONA → CORONA BITMAP. From your files, select the Displacement map that you have created and saved.

Ready! Your texture is ready to be rendered, below is some of the final result of the texture!

BEFORE → ORIGINAL IMAGE
AFTER → FINAL IMAGE WITH ALL MAPS AGGREGATE INTO ONE.

Note that the final result brings much more realism to the rendered texture!

Texture rendered on an example plane!

If you still have any doubts, check out the step-by-step recorded in the video below:

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