3D Tutorial: How to Make an Old-growth Forest in Maya(1)
This tutorial shared by your TPN-Accredited cloud rendering service provider, Fox Renderfarm. It tells us how to make an old-growth Forest in Maya, including the entire process of modifying mountains and stones and making trees.
Because this tutorial is mainly for creating trees, the mountain and stone part uses a scene made in the previous project. In this scene, you can see the river in the middle and mountains on both sides. Before production, it’s important to observe the range of mountains in the scene, determine which mountains need to be planted, and remove unnecessary hidden surfaces, where do not require tree planting.
In order to improve production efficiency, it is usually necessary to merge the mountain and the stone into a whole.
Use the polygon merge command as shown.
The mountain and rock model formed a whole.
Delete the model of the excess stone underwater, try to clean up the surface of the model, and avoid other errors in the production.
Clean up the interspersed surfaces inside the model, especially those outside the scenes, where they cannot be seen outside the scenes.
After cleaning the model, use Maya's UV tool Automatic Mapping for UV mapping.
The purpose of redistributing UV is to avoid the problem of texture overlap when generating color texture on the model later. The UV distribution is as shown below.
Firstly, it is important to add snow material to the model and adjust the Threshold value in the attribute to control the position of the snow line, so that the steep area does not have the effect of being covered by snow. The next step is simulating the position of snow for the emission of tree planting particles.
Select the shader of the model and snow material, and execute the texture conversion command.
Set the resolution of the generated texture. If the scene is large and the accuracy is high, please set a high texture resolution.
The effect of the texture setting is as shown in the figure below, but there is a problem, the texture is not mapped according to the layout of the procedural texture. Why? Part two will be continued.
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