Explain it like I'm 5: Applying a decal to to selected polygons/faces on a sub-o

Explain it like I'm 5: Applying a decal to to selected polygons/faces on a sub-o

Anonymous
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Explain it like I'm 5: Applying a decal to to selected polygons/faces on a sub-o

Anonymous
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I'm a new 3ds Max 2016 user (EDU license). I know very little about 3ds Max. I am trying to apply a decal to this cat feeder model.

 

I want it on the front of the chrome section. It was clear but I at least was able to change the material to chrome.

 

I want to apply this decal. It's a png file with a transparent background. I've imported it as a bitmap. At one point I was able to get the faces selected of the chrome object but I could not get the decal to apply to the surface. I can't remember how I even got the faces selected.

 

If someone could help me get through this step-by-step I'd greatly appreciate it. I've read tutorials and watched videos but I lack the fundementals to do this myself. 😞

 

bg.pngfeed-o-tron 5000.png

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Fadhil_Farook
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I assume that you've not unwrapped it and applying materials instead of creating/painting textures in an external painting program (correct me if I am wrong). If the case is such, then you might wanna try the composite map (Not the COMPOSITE MATERIAL). See attachment. This is basically like working with Photoshop layers within 3DS Max on a slightly different way.

 

1. In the Material Editor > Next to the DIFFUSE, there's the Map Slot Button. Click it (See attachment - 1)

2. Select COMPOSITE MAP. You'll see two slots on either side of the composite map. Left hand side is for Diffuse, Right hand side is for the mask (Alpha).

3. Load the decal that you want into the diffuse slot and the Alpha to the mask slot. You have to create new layers for every other decal that you use.

4. Click the diffuse map button when you've loaded the Diffuse map and turn of TILING on both U and V axes.

 

PS! This still requires UV mapping or Unwrap UV's for proper placement of your decals.

 

The alternative method would be to have all the decals in on texture atlas. I've made a screencast showing how to do this for another member with almost the same question. This also allows you to have custom color at anytime and material properties as well, and still have the window for you to load your decals.

 

Check out the screencast below for this method. Don't mind the Audio Quality, I don't know what's wrong with that.

 

 

 

 

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