3D Tutorial
Animated explosion tutorial for 3ds MAX

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Mixing and Mapping


Since the Cellular Map is a procedural set to World XYZ, it doesn't need any UVW coordinates to be applied correctly, though we will need some mapping for the correct mixing of the 3 materials. Select your explosion mesh, click on "Editable Mesh" in the bottom of the stack (must now be yellow though) and apply to it a cylindrical UVW Mapping that is oriented vertically. Then apply another UVW Mapping but this time you have to change the Map Channel to 2, otherwise your first mapping will be lost. Set this second UVW map to planar, oriented horizontally. These UVW Map should be between Edtiable Mesh and MeshSmooth in the modifier stack, if not move them...



Now that the mapping is ready, lets prepare the Mixs. Assign a non-used material to your explosion mesh, check Show Map in Viewport and put a gradiant Ramp in the diffuse slot. If not yet, put your viewport in shaded mode, you should have your explosion mesh like a rainbow (except if you work with max 5). Change the Gradient Type to radial, and change the colors to white on the left, black on the right, and 2 more sliders in the middle : white (left one) and black (right one). Now move the middle sliders so you have something like in the screenshot.



Do exactly as in step 11 above with a new non-used material, but this time change the Map Channel to 2 and use a Linear Gradient Type. Try to get something like in the screenshot opposite ...



Now we will create the materials that will blend the XploYellow, XploRed and XploGrey. First you'll have to click-drag the two last gradient ramps you made from the materials to another non-used slot of your material editor so they can be accessible later (if it ask for Copy or Instance, select any, it doesn't matter). You may want to display more than 3*2 material slots for this operation. (click right)



Select a non-used slot and click on Standard so you can change the Material Type. Select Blend. Discard the old material. Name this material BlendRed/Grey and click-drag the XploGrey material in the first slot (select instance), the XploRed in the second slot (instance as well) and the Radial Gradient Map in the third slot (instance again). Apply this material to your explosion mesh, you should have something like this ...



Create another Blend Material from a non-used slot and this time click-drag XploYellow to the first slot, BlendRed/Grey to the seconde slot, and the Linear Gradient Map to the last slot. Assign this material to your explosion mesh, you should have something like this ...

The Materials are ready and Assigned ! Go on to the next section about Animation ...

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