He started in the central atrium. The brief called for a warm oak feel that still read as worn and human. Eli opened FloorGenerator Full 2.10 and picked a plank preset close to European oak. He adjusted the plank width variance from the default to 1.8 to get a subtle handmade look, and nudged the grain direction jitter to 6° so seams didn’t line up perfectly across panels. He exported a high-resolution layout map and fed it into MultiTexture 2.04.
: This version is widely used for its stability across multiple 3ds Max versions (from 2012 to 2026) and major renderers like V-Ray, Corona, and Arnold. FloorGenerator Full 2.10 And MultiTexture 2.04 ...
Are you aiming for a or a stone/tile look? Which render engine are you using (V-Ray, Corona, Arnold)? He started in the central atrium
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Geometry is only half the battle. MultiTexture 2.04 works alongside FloorGenerator to ensure no two boards look identical. He adjusted the plank width variance from the default to 1
Next, the gallery corridors needed variety but consistency. Using FloorGenerator, Eli created tiling stone patterns for a few corridor variants—hex tiles for the contemporary wing, staggered slate for the modern-art hallway, and large flagstone for the natural-history entrance. He exported masks for each variant, then returned to MultiTexture 2.04 to unify them. By using the exported masks as blending masks, he could reuse the same base material layers while allowing the tiles’ unique surface features to show through.