Hi Anna_b.I'll start in order. At the expense of ways to implement such an idea as you: you all understand correctly, you can make and textures, and you can and geometry. Here you need to build on the result you want to achieve, and most importantly, how easy it is for you to realize this.What I mean is: by making the tiles textures, for more or less acceptable results, more than one texture will be needed. I think you understand what I mean, here's the texture for the display, diffusion, bump, reflex, grout under the blend material, plus everything you have is not the same type of tiles and the textures are also different, and this will add more work. In general, this is a dreary and very laborious process, especially if it is not strong in the raster editor, it is equivalent to suicide and a waste of time😁Now consider the prospects of creating such a tile through geometry. The merits of geometry will not be discussed, I think it's clear that this is the most realistic way. I just want to note that in your case it will be easier to make the necessary tiles out of primitives and lay them out on the surface, by making a tile patch of tiles you can quickly cover the required area, the tile fragment of the tile you can always save and use in other projects, changing and adjusting as you like - with textures this is much more complicated.I would like to say, first of all, based on personal experience, I would make geometry. In general, choose you, determine which option is most suitable for you, write in the appropriate topic (or here or in the topic of geometry) and we will try to solve the problem.
Anna_b, something Denis tightened with a tutor. I will share one of the methods. As for me pretty good.I want to warn at once - the method through the script. STOP! Do not be frightened by those who at the word "script" immediately panic.Read to the end 🙂So. We will use the materialIDRandomizer script from the set of SoulburnScripts known to many. To whom unknown, here is the link: http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htmAt the beginning of the page there is a step-by-step installation guide for various versions of 3dsMax. The essence of the installation is only that you need to copy the contents of a specific folder to the desired path. And these are the ways indicated in the instructions.Further through the menu Customize - Custom User Interface we pull out the script we need to the panel or in the menu, in general to whom we like everything. I pulled it to the side panel.If anyone does not succeed, ask, we'll sort it out together.Let's return "to our sheep", to be exact to a tile.Suppose we have already modeled the tile. Dimensions, geometry position - all done. It remains to "decorate".Open the material editor and create a Multi / Sub-Object material. The number of sub-materials - the more the more diverse the tile pattern will be, but on the other hand and the more messing with the settings. I took 9 sub-materials.I configure the first one - as standard for one tile.Now I copy it to everyone else in Copy mode. And further, to make it more convenient to customize the materials (quickly switch to the appropriate diffuse map of each mat), open Material / Map NavigatorAnd alternately, choosing a Diffuse map slot for each material, I randomly change the parameters of the card diffuser. With tiling, be careful of course.So the Multi / Sub-Object material is ready. Now we need to apply it to our tiles.I select all the tiles, I apply and ... everything is beautiful but equallyAnd here, I do not remove the selection from the tiles or re-selecting those I want to apply the material to, I climb into the materialIDRandomizer script. I use the variant materialIDRandomizerUI, this allows you to configure some parameters of the script before applying. So I press the button in advance of the script. By default, the menu shows the number of different materials 1 -10You can change this setting. The essence of it - how many different sub-materials it will apply to our selected volumes. It is logical to put a table, how many sub-materials we created.In general, put, click Apply or Do and watch the result in the viewport.Do not like it - repeat the procedure. But only then do not weaken to close the stack in the modifiers of the object.The essence of the script is, as you already guessed, that each of the selected objects is randomly assigned its own ID material, according to which it "rushes" to one of the sub-materials in the Multi / Sub-Object.If you find 2 identical tiles nearby, you do not have to apply this script again. Just choose one of these tiles and in its stack in the Material modifier, just change the MaterialID value.In general, I recommend not to be afraid of working with scripts. Once set, try and further lay out the tiles in a matter of minutes.And most importantly😁That's what I got (it took 5-7 minutes)