This 3 part tutorial will explain how to add more
details to material easily while saving time, especially by adding another
layer
of 2D and 3D maps
which are available in the program.
The first thing
before we start: If you don't know how to create good detail on your material,
just use the same bitmap on Diffuse, Specular map, Specular
color map etc.
1.Adding details on Diffuse
1.1. Vertex color map
Vertex color
maps help to add a layer of color overlaying the base map. We need no
UVWmap for vertex color as the overlay color will change by adding
a color on the vertex.

A simple bitmap for the diffuse map on a wood material. Some lighting
techniques make objects in a scene appear very flat when rendered. The
rendering of this wood cupboard looks flat.

Copy the wood
material to another slot, adding mix map on the diffuse map. Put the same
wood material in the middle(color#2) and put vertex color
map on top (color#1) and bottom (mix amount).

Select Polygons
and assign the new material to them.

Go to vertex
subobject, select vertices and change the default color of the vertex (that
is white) to be dark brown.

The revised rendering which the cupboad looks more 3 dimensional.
1.2. Changing wood's color by using mix map
You can combine
two colors or materials on a single side of the surface with a mix map.
We only have one single wood bitmap but we can produce many types
of wood. This may save you time rather than having to scan a new one.

We just have
a black and white map of wood and overwrite a mix map on it so you can
change the color freely.
1.3. Falloff map on diffuse
From Max help
file: "The Falloff map generates a value from white to black, based on
the angular falloff of the face normals on the surface of the geometry.
The direction used to specify the angular falloff varies, depending on the
methods you choose. However, with the default settings, the map generates
white on faces whose normals point outward from the current view, and black
on faces whose normals are parallel to the current view."
This technique is suitable for curve/wavy object.

The
shaded area of the white curve wall, which is lit with ambient only light,
seems to be flat.
Solving
the problem by using falloff map on diffuse map.

The rendering look
more 3 dimensional now.
1.4. Overlay brick map on a simple marble (in max 6, called tiling map)

Some
scaned bitmap, used as a diffuse looks like tiling/unseamless or so plain.
Put the same bitmap on a brick map to differentiate the tone of the marble's
tiling.

