Hi there,
I'm kind of a beginner to 3ds max rendering, so sorry if this is a stupid question, but here goes:
I'm trying to model a plastic device with several buttons. The shell of the device, and the buttons are all molded out of the same material, but each button has a different graphic on it (say, printed in light gray).
I have created a separate material for each button, with a map to layer on the buttons' graphic (as well as a UVW map on each button).
However, if I want to change the visual appearance of the device from, say white matte plastic to black glossy, I need to go and change all the materials for the base device, and each button.
Is there a way to build a material hierarchy, where the base plastic is specified as the root node in the hierarchy, and each texture map is added on later. So, I could make the change from white matte to black glossy by changing it only in one place?
Thanks,
-Caleb