Making Billboard Images in 3DSMax (Videos)

Intro

Being a good Papervision programmer is not enough. You need to also become a good graphic designer. In this two part video series, you’ll learn how to make great looking particles for your web projects.

In Part 1 you’ll learn how to make your particle image in 3DSMax, and in Part 2 you’ll learn how to photo process your image and put it into Flash.

Part 1 (Using 3DS Max to make great images)

Part 2 (Photo processing your image and putting it into Flash)

Intructions

To see the instructions for 3DSMax and learn more about mipmapping click the more button below.

3DSMax Instructions

• Open up 3DS Max and draw a sphere on the perspective viewport
• Hit the M key to bring up the material editor and hit the get material button
• In the Material/Map Brower choose Mtl Library and under the File options select Open and navigate to the 3DSMax resources found at
• C/Program Files/Autodesk/3dsMax 2009/materiallibraries/3dsmax
• After selecting the 3dsmax file the material will be brought into the Material/Map Browser
• Clicking on the different materials will show the material in the preview window or choose the small icon option to view an icon of all materials
• Choose a material by double clicking on it. The material will appear on one of the spheres of your material editor. Drag that material to your sphere.
• Click on the Show Standard Map in Viewport to make the texture show up. Also hit shift+Q to quick render your object.
• From the quick render screen choose save image icon and choose the png format. Give your texture a name and hit Save.
• An options panel will appear; make sure the Alpha channel is checked and choose an appropriate color palette. Then hit save.
• Open up you new image in an image processing program such as photoshop or gimp and make sure it is cropped and mipmapped. Resave it as a png file.

To find out more about mipmapping keep reading.

MipMapping

When it comes to particle fields mipmapping can save processor time, memory, and improve anti-aliasing by allowing your computer to start with pre-filtered, pre-scaled textures. Mipmaps are created by using textures which are powers of 2 such as 256×256, 128×512, or 32×64. Height and width do not have to match but both must be a power of 2.


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