In this 3DS Max Eye Texturing tutorial you will learn how to texture an eye easily using 3ds Max 9. Here I have already modeled an eye using 3DS Max. it has three part 1. Eyeaball, 2. Lens Outer, 3. Inner Lens image.
At first select the Eyeball object to texture it first. Now press M from the keyboard or from the Manu bar select Render -> Material Editor..
From the Material Editor select one Material slot and from the Blinn Basic Parameters section. Press the diffuse small button. Material/Map Browser dialog box will appear. In this dialog box select bitmap and press ok. Then in the select bitmap image file dialog box select the desired eye body texture and open it.
Note: - I have already created an eye texture using Adobe Photoshop to use.
Now press the Assign Material to selection button to assign the material on that selected eyeball and also press the show map in Viewport button to see the end result.
As you can see the texture placed on eyeball incorrectly. To solve this problem select UVW Mapping from the modifier list. And from the Mapping Parameters select Planner option and the Alignment to Z.
Now, you can see the texture positioned correctly. You can see the blood veins and the pink spots as in real eye.
Now from the material editor press the "go to parent button".
Click on the Specular color and select to white. Change the Specular Level to 150 and Glossiness to 50, now it is much more shiny and Glossy as our wet eye ball.
Now, I want to texture the inner lens image object. But inner lens and outer lens objects are too close. It is too difficult to select the inner object. To do this - select the outer lens object and right click on it and select hide selection. The outer lens object is now invisible and we can easily work with the inner lens object.
Select the inner lens_image object and from the modifier drop down list select UVW Mapping. Make sure that the mapping parameters selected to Planer and Alignment to Z.
From the Material window select another material slot and as previous press diffuse small button to assign a bitmap. I use this bitmap.
Scale and move the Gizmo of UVW Mapping using scale and move tool to set the image properly.
Now, right click on the perspective viewport and select Unhide all. This will unhide the lens outer object which is previously hidden.
From the Material Editor select another material slot and assign Raytrace material the Opacity map. You can do this by clicking on the Opacity small button and select the Raytrace Option. Change the Specular Level to 150 and Glossiness to 75. Now assign this material to the Lens Outer object. Now the basic texturing is completed. Now press F9 key to Quick render. And the output is ready.