Create a Hanging Lantern in 3D Studio Max: Part 3

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This post is part of a series called Create a Hanging Lantern in 3D Studio Max.
Create a Hanging Lantern in 3D Studio Max: Part 2

3Ds Max author Ben Tate is back once again with the final part of this exclusive 3-part tutorial series covering all of the processes involved in creating 'The Lantern'. After modelling the lantern in the first part and UVing in part 2, today Ben sets about adding the final textures to the lantern model. Let's get started!

In this tutorial we'll go through the entire process of modelling, uvmapping, texturing, lighting and rendering an old lantern in 3d Studio Max. In the first part of the tutorial, we used poly modelling techniques for the majority of the model, but also took a look at how to use splines to create the more complex pieces.

With the modelling completed, we'll now move on to the UV mapping - all of which will be done inside of 3ds Max using the many tools contained in the Unwrap UVW modifier, such as Flatten and Pelt Mapping. We'll also discuss tips and tricks for UV mapping sub-divided geometry. With the mapping completed, we'll scale the uv islands to the correct proportions and clean up our objects.

Finally we'll pack and finalize our UV's into a single layout, before moving into Photoshop to create the Diffuse, Bump and Specular Maps in the final part of the tutorial. We'll also create procedural materials for the candle and flame inside Max, and finalize our scene lighting for the final render.

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