Old Rock Procedural Texture in 3DS Max

2/3 The Bump-map

Hit the “Go to parent” {Go to Parent} button multiple times and return to the main map window. Expand the “Maps” tab and assign a dent map to the “Bump” slot.

Old Rock Procedural Texture - Bump Map Dent

Set the Dent’s offset on the X axis to 100 and the map’s size to 400. In order to “break” the dent effect we’re also going to add another dent map to its white map slot.

Old Rock Procedural Texture - Dent settings/ Second Dent

Set the new map’s size to 100 and Iterations to 3 and click the now familiar Go to parent {Go to Parent} button to get to the main map. The bump map is now complete. You should do another quick render to see the results.

Better, but still not quite there yet.

3/3 The Displacement map

In the main map, scroll down to the Displacement slot and assign a Perlin Marble map to it.

Old Rock Procedural Texture - Displacement/ Perlin Marble

Set the Perlin Marble map’s “Size” to 300, its “Levels” to 4 and change the green color to a dark grey (a value of 72). It’s now time to set maps for both color slots. Click the light brown color slot and assign a Smoke map.

Old Rock Procedural Texture - Perlin Marble Settings/ Smoke

Change the Smoke map’s size to 6 and the black color to a light grey (a value of 72 again). Leave the other settings as they are.

Old Rock Procedural Texture - Smoke Settings

Now assign a Smoke map to the dark grey color, set it’s size to 15 and change the black color to a dark grey (a value of 23).

Old Rock Procedural Texture - Smoke map within Smoke map

Hit the Go to parent button and go back to the main map. Find the Displacement map and set it’s strength to 60. If you Render it again it should look good enough to keep :D .

Old Rock Procedural Texture - Final

The End


Congrats, you’ve completed this 3DS Max tutorial and are now the happy owner of a perfectly, errm.. usable rock or meteor.

You can and should play around with the maps and values you’ve learned in this tutorial. You can get much better results by tweaking various settings and experimenting with your textures.

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Author:  Iulian Trinca

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Tudor:

Programmer and 3D enthusiast. Teaches web design, builds games and maintains this site in his spare time.

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Iulian:

2D/ 3D artist. Loves game& product art.

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Vlad:

2D/ 3D artist. Works as a print designer and does 3D art in his spare time.

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