This chapter is about a method of texturing that lets you harness the tool inside 3ds Max called Viewport Canvas , and also builds upon processes discussed in earlier chapters regarding the Slate Material editor, and introduces Substance Procedural textures. We'll use highlights from the rather massive task of painting the ship constructed and mapped in previous chapters to describe Viewport Canvas functionality, and after that show a more progressive view of texturing a character.
These are the topics covered in the chapter:
Direct painting versus indirect painting
Starting a paint session
Channel selection
Shortcuts and 2D View painting
Brush Images and Custom Maps
Using the Clone brush
Direct painting using spherical and depth brush settings
Layers
Loading maps into other channels
Tablet settings
Swapping material type using Slate
Substance procedural textures
Asset texturing walk-through
A lot of recently improved functionality in 3ds Max...