Hey all,
This week we’ve got a really super technique- decals. I’ll be showing you how to very quickly add some uniqueness to otherwise repetitive textures in 3dsMax and game levels.
Basically what you’ll do is create a layer of polygons just above the original geometry. This is accomplished by selecting polygons in the editable poly object, using the detach tool (as clone), and applying a push modifier. Then you can apply an opacity mapped material to add graffiti, posters, or trash to almost any surface! As always, don’t hesitate to leave comments for improvement or ideas for future Monday Movies!
By Tim Scobey August 17, 2009 - 11:26 am
What is the purpose of using the push mod – other than pushing the vertices along their normals. Why not just move the face? If I copy the face isn’t that what I would do anyway – move it out?
Thanks – love your Monday Movies.
By Bluesummers August 17, 2009 - 3:36 pm
Hey Tim!
The reason I used the Push modifier is because it will allow you to also use this technique on non-planar objects like around telephone poles. In this case, it does the job (you’re right, it’s a little over-kill) but the same technique can be applied to more tricky placements. =)
By Tim Scobey August 17, 2009 - 8:21 pm
Just so you know – I am not a Max genius… yet. I tried to reproduce your example and ran into a snag. I used a simple box and detached the faces. When I used the symmetry modifier I had different results. For anyone else who is green at max here is what you need to do.
1. Detach the face.
2. Go to the hierarchy tab
3. Select Affect Pivot Only
4. Select Center to Object
5. Apply Symmetry Modifier
That’s what I had to do in order to get Symmetry to work properly and yield the same results.
Are there any hidden dangers in this?
By Tim Scobey August 17, 2009 - 8:23 pm
Sorry – I am an idiot – I watched the UVW mirror clip and for some reason conflated it with this clip.
My stupid – shoot me.
By Eric August 19, 2009 - 4:34 pm
simple yet effective!
working with 3D really need to think out of the box!
this is something I’m currently working on:
http://ttyineta.ipower.com/images/enoch_8_19_2.jpg
now with this tutorial I’m thinking I’m thinking I can use this technique to add some detail to the face without messing around with the texture map!
I’m still struggling with getting realistic reflection on the eye though, any tip from you will be great! =)
By Tom August 21, 2009 - 9:03 am
hi, great tutorial! But how can you use this technique to replicate garbage on the floor ?
When you run over it, it would have any depth will it ? This technique is great for flat things (posters paper…) but can you also use it to let it represente a can (ie a coca cola)
-Tom
By Bluesummers August 22, 2009 - 3:50 pm
Correct Tom, it can’t be used to replicate deep 3d objects like soda cans. However, things like miscellaneous small rubbish, flattened cardboard boxes, or gum spots are easy and highly effective. 🙂
By trev April 1, 2010 - 2:18 pm
previously i had copied the face and moved it like tim, but this is a better way becuase it stops polygon collision whilst being extremley close to each other. you dont want to render 300 frames off only to come back later and find that the middle 50 or so have that horrible collision artifact all over them.
By fferro August 29, 2010 - 4:01 pm
Hi, thank you for the tutorial.
Why don’t use a mixed map or a blend material instead of duplicating part of the mesh?
Your cloned poligon is casting shadows over the old one. And there may be some problems in the GI, FG or another render process.
By Alvin July 22, 2011 - 8:42 am
Great tips!! Thanks MrBS! Why do you stop posting?