Next, you will add materials to the barracks. Materials for the barracks use texture maps, as the ammunition canister does, but they also use bump mapping to create a more three-dimensional appearance.
Set up the lesson:
Isolate the barracks:

3ds Max selects the barracks buildings.
3ds Max displays the barracks in the center of the viewport, and hides the other scene geometry.
Texture the barrack walls:
Propagate Materials To Instances to turn it on. (When this option is turned on, a check mark appears before its name.) Like the oil tanks and generators, the barracks objects, roof, walls, and floors, are instances of each other. By turning on this option, you can apply a material to all the objects of one type by dragging and dropping to only one object.
Material/Map Browser panel, at the left, locate Maps
Standard
Bitmap, and drag this map type into the active View. 3ds Max opens a file dialog.
The BarracksWalls material now has an image of the planking.

Planks texture for barracks walls
All three barracks now show the BarracksWalls material.
The planks texture shows dirt at the bottom of the wall, but with default mapping coordinates, the dirt appears just above each doorway, instead.

Planks texture appears on the walls, but is not aligned correctly.
Use UVW Map to adjust the planks:
Mapping group, change the projection type to Box. Also set Length = Width = Height = 4.0m. Now the planking texture is correctly aligned with the walls.

After applying UVW Map, the planks on the walls are aligned correctly.
Add a bump map to the planks material to improve realism:
If you take a closer look at the barracks, you can see that the texture looks good, but it also has a flat appearance, smoother than aged wood typically appears.

Barrack walls with a texture alone, and no bump mapping
You can improve the appearance of the plank walls by using bump mapping. Bump mapping makes an object appear to have a bumpy or irregular surface.
Material/Map Browser panel, at the left, locate Maps
Standard
Bitmap, and drag another Bitmap node into the active View. 3ds Max opens a file dialog.
3ds Max adds the node to the active View.
This map is simply a black-and-white version of the planks.bmp map itself.

Black-and-white planks texture for bump mapping
Bump mapping uses intensities in the map to affect the surface of the material when you render it: White areas appear higher, and black areas appear lower. This is why the bitmap you use for bump mapping is often a black-and-white version of the map you use for texture.

As it did for the other Bitmap nodes, 3ds Max adds a Controller node for the bump map’s Value.

The barrack walls with bump mapping
To get an even more weathered look, you can increase the bump mapping Amount.
Now the planks appear extremely weathered.

The barrack walls with increased bump mapping
Texture the barrack roofs:
You will use a similar method for the roofs and floors of the barracks.

Left: Texture map for the barrack roofs
Right: Bump map for the barrack roofs
active View.
Material/Map Browser panel, at the left, locate Maps
Standard
Bitmap, and drag this map type into the active View. 3ds Max opens a file dialog.
In the viewport, the map appears on the barrack roofs. However, it is oriented the wrong way: the corrugated plates should lie along the slope of each roof instead of lengthwise.
Propagate Materials To Instances to turn this option back on, and try applying the map again. At first this appears to lose the W-Angle correction you just made, but changing the modifier alignment will fix that.
Alignment group, choose Y as the alignment axis. 
Now the metal plates are oriented correctly again.
This sets the Width to its correct value of 7.033 meters.
Mapping group, change Length to also equal 7.033m. (Make sure you leave the UVW Map projection set to Planar, the default.)
The roof texture now has the correct size and orientation.
Material/Map Browser panel, at the left, locate Maps
Standard
Bitmap, and drag another Bitmap node into the active View. 3ds Max opens a file dialog.

The barrack roofs with bump mapping
At the forward eaves of the roofs, the texture streaks a bit. In this scene, it isn’t a problem because usually you will render the barracks from a distance. Of course, the bump mapping isn’t too apparent at a distance, either. Whenever you texture a scene, bear in mind how much detail you want to use to make the scene believable.
Texture the barrack floors:
Texturing the barrack floors should now be a familiar process

Left: Texture map for the barrack floors
Right: Bump map for the barrack floors
You don’t need to adjust the orientation of the floorboards.
Now the barracks are completely textured.

Close-up of one barrack with textures for roof, walls, and floor
Now that you have textured the barracks, you can use the same materials for the sentry box. The trick is to use the same materials and the same UVW Map settings.
Change the view:
(Isolate Selection Toggle). The viewport shows the entire scene once again.
Camera02. This gives you a view of the completed barracks, and the unfinished sentry box.
The new view lets you see the roofs, walls, and floors of the completed barracks, and also the roof, walls, and floor of the sentry box, which doesn’t yet have materials applied.

Camera02 view with finished barracks to the right, unfinished sentry box to the left.
Changing to a perspective view doesn’t change what appears in the viewport, but in the perspective view, you can navigate without changing the camera settings.
Copy the barracks floor material:
+drag the UVW Mapping entry in the floor object’s modifier stack, and drop this modifier instance over the floor of the sentry box. (Before it has a material, the floor appears blue.) The sentry box floor now has the correct mapping, but it still needs its material.
Now the floor has both the material and the correct mapping.
Copy the roof and wall materials:
+drag UVW Mapping from the modifier to the corresponding sentry box object, then wire the appropriate material to the roof or walls. If the material is no longer visible in the active View of the Material Editor, then on the Browser panel open the Scene Materials group, drag the material into the active View, and choose Instance.

The sentry box with the same materials as the barracks
Create a new, 3D material for the sentry bar:
For the sentry bar, which blocks or permits vehicle access to the compound, you can use a simple material with a procedural map named Gradient Ramp.
3ds Max selects the sentry box.

Isolated sentry box with a view of the bar
Maps
Standard group, drag a Gradient Ramp node into the active View. Wire this node to the Diffuse Color component of the SentryBar material. Gradient Ramp is a 3D procedural material like the Noise material you used for the generator casings.

The gradient display changes to two solid colors, one of them black.

Gradient Ramp with solid colors
.
Double-click the middle slider (shown in green) to change the color to the right of the slider.
3ds Max opens a Color Selector.
The material changes from two color areas to multiple stripes.
Now the stripes have an angle to them.

Isolated sentry box with the completed sentry bar
View the entire scene again:
(Isolate Selection Toggle). The viewport shows the entire scene once again.
Camera01. Save your work: