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Pencil | Multi/Sub-Object Materials

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user posted image



This is... what we will model and then I'll teach you how to apply a Multi/Sub-Object Material to it. We'll be modelling a rubber for the pencil as well, makes it harder. tounge.gif


Let's get this party started. You're gonna need:


• Patience

• Eyes

• A brain

• 3Ds Max or another suitable modeling app. (this one is highly recommended)






1. Fire up 3Ds Max. Create a cylinder and set the parameters as shown in the table below:



Radius 0,22
Height 9
Height Segments 1
Cap Segments 1
Sides 8

I find these proportions to make it look as normal as possible. If you are going to put it in a scene, just scale it up or down to your fit your scene. Here's how the cylinder should look now:

user posted image


2. Convert the cylinder to an Editable Poly [right click on cylinder, Convert to -> Conver to Editable Poly]. Go to Polygon sub level.


Select one of the cap polies and extrude it by a small amount, say 1,2. Now select the new polies. Make sure Ignore Backfacing is unchecked so you don't miss any. When you've selected them you'll have an 8 poly selection that looks like this. Click on the small square next to the Extrude button. A dialogue box will appear. Select Local Normal and set an Extrusion Height of 0,01.


3. Select the cap poly again and click the box next to Inset. Set the Inset Amount to 0,03 in the window that opens and click OK. Extrude this poly by 0,2 in the same way we've done before.


4. Switch to Edge sub level. Select the cap poly's edges and click the box next to Chamfer. Chamfer by 0,03.


5. Ooook, we're nearly done with the modelling. Let's go to the other end of the model. Select this end's cap poly. Extrude it by 0,85. Now click the Collapse button which is located further down. The pencil is now pointy! wink.gif


6. Select the 8 polygons at the tip. Click the Slice Plane button. Adjust/move it so it's 1/4 of the polygon's length down. Now click Slice. These 8 new polygons will come in handy when we texture the model.


7. Now we are going to add some minor details to the metal casing that surrounds the lower part of the pencil, right before the rubber. It's very simple but a bit tricky to explain. You don't have to do this step if you don't want to.


Here we go.


Select the edges [A]. Connect the edges with the Connect button. Chamfer them by 0,33 [b.].


Select edges [C] and Connect them.


Next on, Chamfer these new edges by 0,16 [D].

user posted image


Select edges [E] and Connect them.


Select edges [F] and click Loop. You'll now have all the touching edges selected. [24 edges total] Chamfer these by 0,03. [G]


Slightly boring isn't it? Almost there.


Select edges* [H]. Click Connect.


Tip: You can do this either by manually selecting all of them or by selecting one from each row and clicking Ring. wink.gif


Last thing. Besides the edges you already have in your selection, add these Make good use of the Loop function, it makes your life a lot easier. Now scale them up just a little bit. [J]

user posted image

user posted image

You've succesfully modeled a pencil. Now let's start texturing. wink.gif


*End of Modeling*

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Now for the fun part. Let's begin (again).


Part 1.


With Multi/Sub-Object Material you can add different materials to different parts of your model easily. We've got a model ready, now we have to select which parts of the model will have which material.


1. Select the polygons at the point of the pencil. I told you these would be useful. wink.gif Now in Polygon Properties, the Set ID will already read 1, but you need to type it again to set it. In the selection list, create a new selection named "lead". [A]


2. Select the next row of polygons, directly below the point. Set this one's ID to 2. Remember to press Enter to set it! Create another selection named "wood". [b.]


3. This step you'll want a one, on one off selection. Be sure to have Ignore Bakfacing ticked, it'll make it less tricky. If you've done it correctly, you'll have 4 polygons selected. Set their ID to 3 and create a selection named "wood1". [C]


4. Invert the selection this time, select the other 4 polies. Set the ID to 4 and create a selection named "wood2". [D]


5. Uncheck Ignore Backfacing again. Select all the casing. Now check Ignore Backfacing again and zoom in. You'll see some parts of the casing can't be selected easily from the Front viewport. When you've got them all (120 polies), set ID to 5 and create a selection named "metal". [E]


6. Get all the rubber now (17 polies). Set ID to 6 and create selection "rubber".


user posted image

user posted image



Part 2.


Press M to open the Material Editor. Select the first default material. Name it leadtexture. From the Diffuse box give it a grey-black colour. [A]


Same procedure for the other textures


Name Colour [b.]
woodtexture light yellow [C]
wood2texture black [D]
metaltexture gold [E]
rubbertexture pink [F]
user posted image

user posted image


Now select the next empty material slot. Click on the Standard button. A new window will open up. From the list of material types, select Multi/Sub-Object. On the dialogue box that appears choose "Discard old material". You can see 10 material slots in the Multi/Sub-Objects Basic Parameters section. Next to each one there is an ID number that refers to the polygons on which the material in each slot will be applied. A few steps back we'd applied an ID to each part of the pencil, for instance 1 for the lead, 6 for the rubber, etc. Just drag each material into the appropriate slot. When asked, choose Instance, as it makes it faster to make edits to each material later.

user posted image


Drag the material onto the model. Voila!


Here's one I made earlier!

user posted image


*End of Texturing*


*End of Tutorial*

I know it's drags on a bit. But I tried to be as clear as I could. smile.gif

Edited by -/TNT\-

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Not bad, but you might want to either rename the "Texturing" section, or put some actual uvmapping/unwrapping instructions in the tutorial, and cover the basics of applying a bitmap texture to the materials.



With Multi/Sub-Object Material you can add different textures to different parts of your model easily. We've got a model ready, now we have to select which parts of the model will have which texture.


Select the first default texture. Name it leadtexture.

These are sub materials, not textures (Multi/SubObject materials are simply indexed lists, or collections of materials). Textures are the images that are used in materials. This is an important difference that needs to be learned early on.


Otherwise nice, simple tutorial, easy to follow icon14.gif

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Maro Hannover

The Tutorial is Nice But there is no Pictures :miranda:

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