With the stopwatch geometry selected, just go to Modify Panel and apply UVW Map modifier to it from the Modifier List. As we can see that there is some problem with the mapping. Select the Stopwatch geometry and assign the Sub-Object material to it. Click on Show Standard Map in Viewport button when you are done.
Now, choose the desire map from the Select Bitmap Image File dialog. Under Blinn Basic Parameters rollout, click on the Diffuse button and select Bitmap from the list. Step 5Ĭlick on the first sub-material button to access the material parameters. In my case, I am using 9 sub materials, one for the body and rest for the dial. Now, under Multi/Sub-Object Basic Parameters rollout, click on the Set Number button and set the number of Sub materials according to your need. Choose Multi/Sub-Object material from the list. Press M to open Material Editor, select a material slot and click on Standard button. Let’s create the material first for our stop watch. I have made some images to be used as stopwatch’s dial texture. Instead of using 3d geometry of the needles, we will use 2d maps/textures as the clock dial. We have a stop watch model in the scene and it doesn’t have needles. You can use this technique for digital clock, computer, mobile screen and even for you character face if you need.
This detailed tutorial will show you how to do the same thing using a very simple and effective technique.
Most of the beginners try to apply multiple materials on the objects with the auto key on, but that action is not keyable. In 3ds max, animating maps or textures over timeline seems quite easy at first but it’s not that easy.