Model and Texture a Water Tower in 3ds Max – Day 2
Tutorial Details
- Software: 3ds Max
- Difficulty: Intermediate
- Completion time: 8-10hrs
- Ref Images: RefImage.zip
- Texture Files: Textures.zip
In this 2-day tutorial, Chris Tate will be guiding you through the process of modelling and texturing an old water tower model using 3ds Max. Whilst day 1 covered the modelling of the tower, day 2 will take you through the UVing, texturing and rendering process.
Video 1
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Video 2
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Video 3
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Video 4
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Video 5
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Video 6
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Video 7
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Video 8
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This tutorial is Day 2 in a series – Go to Day 1.
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Hi, realy impressive and easy to follow tutorial, as always, chris, you ruled :D
Oh ye babe, good stuff, i didnt dl yet, but m sure it rocks
I ‘ve always struggled with texturing, but you simplify it in a way that goes into the head :) keep it up and thanks a lot for the time you spent making these wonderful tuts.
looks amazing …. keep going chris…
btw missing your brother ben tutorials…
Hi,
My UV UNWRAP progress.
http://haqzaf.deviantart.com/?loggedin=1#/d2s3dum
I removed cross beams from tower structure.UV unwrap result were not smooth.
I’ll follow day 2 tutorials for preparing to texture this model.
step by step guide on explaining everything is good, really a cool tutorial out there thanks for the share
We miss u ben !!!!!!!!!!!!!!!!!!!!!!!!
UV unwrapping is still hard to understand for me, I need to practice more.
You can copy layers in Photoshop with alt+drag, it’s faster and placed near layer, not at center of document.
Exactly what I was thinking!
Great tutorial, I really enjoy all the little tips and tricks.
Are most of your technique applicable when making low poly models for game use (Source engine)? You work with fairly big textures but Source engine is limited and it’s recommended to use 1024×1024. Do you think it is still possible to achieve somewhat the same result as you under that constraint?
Also one more question: Do you recommend using unfold mapping? In which case? My max is newer version and the pelt tools are slightly different from yours. I can’t get the edit pelt map/ relax process right :(
Thanks again!
thanks for this tut frn…..by following ur tuts i got a chance to improve my skills n techniques in max….thnx once again…..n i just wanna ask that in future will u post ur girl modelling tutorial in which ur planning for riggging also…..????
Fantastic turorial……..very Helpful
thanx for sharing………….!!
The best tutorials ever. I learned a lot from them : thank you ;)
I finally finished my model and got it inside a game editor (Source Engine) This is a low poly version made from your tutorial.
~1300 polygons
http://img707.imageshack.us/img707/9264/watertoweringame.jpg
I still need to add specular map but after that I’m done ( I won’t go into bump/normal map )
Thanks you for your great tutorials, I learned a lot!
Good job Jerome, that looks great! I’ve finished the modeling and UV parts all thats left is texturing, thanks for the tutorial Chris!
Nice job Jerome.
Coincidentally I was thinking about the same. Follow the tut, make a low poly version of the tower low poly and import in Marmoset, UDK or Source! :-)
PS: Chris, thanks again for another great tutorial mate. I followed the RPG one and learned a lot from you!
Till now, its a great tutorial!
I´m finish with day 1 and i want to start with the day 2 unwrapping part but
the videos doesnt work. Is there any other side i can visit to watch the tutorial?
Thanks and Salute,
Moe
Hi Moe,
Sorry to hear you’re having trouble. I’ve just checked the files here and both the flash videos and the downloads seem to be working fine. If you could try again and let me know if you’re still having trouble I’ll chase up the issue!
Thanks,
Matt
Hi
i have a big problem with my UVs
need some help pls
http://www.mmarker.de/misc/prob.jpg
thx
mmar
Wow! very good tutorial, as usual!
it’s clear, well detailed, easy to follow : “net et précis”!
keep going!!
Thank you very much for the good tuts. You helped me soooooooo much with this.
Best regards
Hi, Chris!
I just complited unwrapping my tower and start place the unw-parts in small little box in “Edit UVWs” window..
And I have a question: why should I find room to all unw-parts in this little box in the bottom left corner? Why not in the big blue area?
Because that “little box” in the bottom corner is where 3DS Max looks to find the texture you so painstakingly created.
Hey
I’ve finished adding the wood in photoshop but when I wanted to apply the psd file on the tower as a material it just applies a brighter standard grey material. What am I doing wrong? Thanks
Hey Alex,
Did you try turning on the “Show Map In Viewport” option for the Diffuse map? You can do so by clicking on the little checkered cube icon, right above the material’s name box. (see image below.)
http://cgtuts.s3.amazonaws.com/169_Max_WaterTower/Show-in-viewport.jpg
If that still doesn’t work, then it might be a ram issue. I’m pretty sure I was using a 4K map in the tutorial, which is extremely large. So you could try shrinking it down in Photoshop to 2K (2048×2048) and see if that helps. Another option would be saving out the texture in another format such as .jpg which will give you a much smaller file for Max to have to load :)
Hope this helps
Cheers!
Thanks a lot Chris. You we’re right. The UV image was too big and scaling it to 2K helped.
Cheers!
Awesome! Glad I could help :)
im having a huge problem. everytime i attempt to unwrap the top of the tower the UV’s get distorted everytime i try to relax them…any help?
Hey Jon,
Sorry for the slow reply!
I just sent you an email about this, let me know if the solution works :)
Cheers!
i cant create the maps for the tower using UV Layout. I watched the other tuts, such as the mail box but i cant figure it out they don’t turn out correct??
Hey Chris,
Thanks for the great tutorials. I can’t for the life of me get roof cone to unwrap without it distorting. Do you have any guidance on how I can do this please?
Thanks
Really nice tutorial!
I used the same technique for unwrapping and every time I do a close-up render of my model in the view port, the texture gets blurred.
The texture size is like around 2k and I scaled it but every time it is blurred while doing a close-up! Is this normal when unwrapping? Because you rendered it from a mid-ranged shot but suppose you want to render really close… Please help.
Thanks
tnx man you make a realy good tutorial.
chris can you put just the model for download?
i realy need it beacuse i want to exercise the texture part..
tnx a lot
I completed the model fine, great tutorial. I tried to start your UV Unwrapping tutorial, but I came across a few hitches. Firstly, when I select the top face, click exp. face to seams and then click pelt, this is what I get
http://i.imgur.com/fiYrV.jpg
In your video, your map is squared, while mine looks rotated about 45 degrees. Also, there is no “simulate pelt mapping” button that I can find in 3ds Max 2010. Where would that be or what is the equivelent? Thanks!
Hey Luke,
Glad you’re liking the tut so far!
Autodesk overhauled some of the UVMapping tools and interface for Max 2010, and replaced the “Simulate Pelt Mapping” button with “Start Pelt”, but it’s basically the same thing.
So just hit “Start Pelt”, let it stretch out a bit and then hit “Commit” to get rid of the pelt mapping dialog. It shouldn’t matter If the UV island is still rotated, just straighten it out using the “Rotate” tool and then relax it using the relax tool (Tools>Relax…)
I’d recommend setting the “Relax By” method to “Face Angles” (in the pulldown) and upping the “Amount” to 1.0. After that just hit the “Start Relax” button a few times, and you should be good to go!
Cheers!
Chris
Thanks :)
I got all the UV’s mapped and am just about to start laying them out. How do I know what the size of my map is? You mentioned something about a 4k map, and I’ve read about 1k maps. How do I set the scale and size?
Cheers
Sorry to ask so many questions. I pushed forward even though the UV checker things were massive. I’ve done the huge 4096 texture map in Photoshop and have tried to apply it to the mesh. It shows up really really low res for some reason.