In this blog you will learn about 3Ds Max material id and how to apply different materials to the different faces of your objects in 3Ds Max. When you start modelling more complicated shapes in 3Ds Max, it is very helpful to be able to apply different materials and textures to different faces of your objects.
Step By Step Tutorial
Create A Shape
Start by creating a shape, go to the modify tab and make it an editable poly. Now lets add a bit of complexity to this object and create more shapes and faces. Select the top and bottom line of on of the box’s faces, by first going into the edge mode. Click the settings box next to the connect and then give it just one connection line. Select any face from the two, extrude and now we have a few more faces.
Create A Multi/Sub-Object Material
Usually, to add a material you just go into material editor and then drag a material onto your object. However, if you want to just add a material to a particular face, you can’t just drag it on without the whole object material changing. So what you need to do instead is choose any slot in the material editor. The default pre-set of the material is a physical material, but we need this to be a multi/sub-object material, which you can be found by typing it in the search bar, clicking it and pressing OK.
By default you get 10 empty slots. For the purpose of this blog we are going to use 5 materials, therefore only need 5 slots. However, this number can be changed according to how many materials you are using in the multi/sub-object material.
You can now drag the first pastel blue material into the first slot – make it an instance. We can then drag the brick material, brown glass and a grey material to the remaining slots.
You can name the multi/sub-object material so you don’t get confused with any other multi/sub-object materials in your scene. Now drag the multi/sub-object material on your object. When you do this, each face of the object has a different material but it is random.
Assign Material ID Numbers To Faces
To assign a certain material to a certain face, you need select the object, go into ‘face mode’ and then find ‘Polygon Material ID’s’. As you select the different faces of the object, the material ID number changes.
In your multi/sub-object, the first pastel blue material ID number is 1. So whatever face of your object you want the pastel blue material, you need to changes the material ID number to 1. To do this, you go into the objects settings, select the face and set the material ID number to 1. As soon as you do this, the material on that selected face will change to the pastel blue material.
You can then select the upper faces and change their material ID’s to 2, which corresponds with the brick material in your multi/sub-object material.
And do this so on for the rest of the faces and the materials. So now hopefully you have a better idea of how to apply different materials to different faces.
Advanced Material Editor
It is also quite helpful to know how to perform this in the advanced material editor. Simply, just search ‘multi-sub object material’ in the search bar and drag it into the middle. If you double click the blue bar of the material, you have the same layout as the basic material editor. Similarly, to the simple material editor, you can also drag the different materials into the middle and give it a colour. Connect it into the empty slot and drag it onto your object.
3Ds Max Material ID
Another useful feature is you can see what faces have the different material IDs. If we go to ‘Polygon Material IDs’ and Select the ‘No Name’ drop down bar and select number 3, it will select all the faces in your object that have an ID of 3 and we can do this for all your other IDs.
This is helpful when you want to locate all the faces you have set a certain ID for.
Hopefully you found this blog helpful and if you would like to see a more in depth video tutorial, it will be linked below.
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