This technique uses mainly planar mapping for the entire object. One set of mapping coordinates (UV channel 1) from the side, and one set from the top (UV2). These two textures are then merged with the used of a greyscale mask.
by Ronnie Olsthoorn
This tutorial explains how you can texture a 3D aircraft model. It's written in such a way that even relative beginners to Max might be able to follow this tutorial with some success.
by Ronnie Olsthoorn
This is not a tutorial for bloody beginners, I won't describe every layer I place, or the exact settings of the tools. Generally I make a new layer for every step I do. Try to be a bit individual.
by Jonas Nöll
This tutorial is for the creation of Low-Poly "Portable Game Res" real-time characters. This tutorial is being made with 3D Studio Max and Photoshop and all program-specific instructions are for those programs.
by Athey Nansel-Moravetz
The main goal of this article/tutorial is to give you a few hints and tricks that might help you to make your own textures look better.
by Jeroen Maton
This is a method I use for texturing hard surface,sci-fi type objects..hope you find it helpful knowledge of Photoshop is assumed.
by Stefan Morrell
This time, I will show how, with some patience and a tablet, you can produce your own eye textures, applicable to your 3D characters. It's a realistic texture, but it can be simplified, depending of your intention and your character's style.
by Krishnamurti Martins Costa
In this Tutorial we will be creating a UVmap as a reference to creating Decals/ logo’s etc for a Pontiac Firebird.
by Tony Coleman
This tutorial is a quick example of modeling a simple low polygon rock and setting up the UV coordinates. It will also show the difference between two examples of mapping UV Coordinates.
by Darrin Nupuf
In the early days of 3D video games, textures on surfaces consisted of color information only. The texture would be a picture of whatever material the designer was trying to convey - brick, stone, vegetation, wood, etc. - and would contain shading information as well as the texture and color to create the impression of a complex, dimensional surface.
by James Hastings-Trew
Sadly, however, my peach is somewhat flawed. The problem: you can't really unwrap most objects without edges, lines or uglies. One solution is texture blending. I like to use texture blending because it's fast, easy and effective.
by Scott Stewart
This tutorial will show you how easily you can add decals to your models in SoftimageXSI using the Rendertree.
by Jean-Francois Bouchard