3D Maya Tutorial: How to Make an Old-growth Forest in Maya (1)

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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.

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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.

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The mountain and rock model formed a whole.

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Delete the model of the excess stone underwater, try to clean up the surface of the model, and avoid other errors in the production.

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Clean up the interspersed surfaces inside the model, especially those outside the scenes, where they cannot be seen outside the scenes.

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After cleaning the model, use Maya's UV tool Automatic Mapping for UV mapping.

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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.

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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.

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Select the shader of the model and snow material, and execute the texture conversion command.

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Set the resolution of the generated texture. If the scene is large and the accuracy is high, please set a high texture resolution.

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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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Now please follow the best CPU&GPU cloud rendering farm to our next part: 3D Maya Tutorial: How to Make an Old-growth Forest in Maya (2).

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How To Submit Maya In Using Vray Plugin Task On Cloud Rendering
How To Submit Maya In Using Vray Plugin Task On Cloud Rendering
This is a tutorial shows you how to submit Maya in using Vray plugin project on cloud rendering for rendering. Steps1: Click the Register button: After finishing the registration then Login your Fox account, and then start to upload your assets. Press the Assets button on your left column and then press the upload button. Choose upload your assets folder or assets file. Note: All file path on Foxrenderfarm storage will be the same as your local path, including drives. Attention: Not support drive A, B, C, D, if you use absolute path on scene file. Not support IP path of your files,such as \\\\\\..\\\\computer name\\.. In these pics, I already upload my assets folder with E drive. When you press the upload button, This file transfer MessageBox will automatically pop out, So please make sure you have installed our transfer plugin, If you already install it please make sure to initiating it.Step2: Choose the Maya file you wanna upload. Then you'll see the transmission list and you could monitor the transmission speed. Step3: When you finished the transmission, Please Press the New Job button to submit your Maya assets (That mean to create a new Render Task on our farm.) Then Please select the asset directory and choose the render scene file you just uploaded, Press the Continue.And add render software and plugin version (in this case you need to choose the Maya 2016 and the plugin is Vray for Maya 3.10.01.) Then Save the config and press the Go Analysis button.Step4: When you finish the Analysis phase you might wanna some changes on the common settings You can modify all those common settings as you wish.(We Highly suggest you turn on the Pre-test frames and After a test has done Pause the job. When you turn that on, will running the three pre-test frames first, and when this three-frame finished, the whole job will pause, Then you can check if the results are what you expected. If everything is alright then you can start the rest of the frame.) When you finish all your settings, please click the Submit button to go the final render phase.
Maya Tutorials: Game Props Modeling
Maya Tutorials: Game Props Modeling
Fox Renderfarm, a leading cloud rendering service provider and render farm in the CG industry, will share with you the game props model produced by Maya. In this Maya tutorial, we will introduce how to create a game-style 3D model based on conceptual design drawings, from ZBrush carving to high poly and low poly UV texture production.The following is a brief description of the process of making 3D models of games. I hope that you can have some understanding of the models used in games.!Maya Tutorials Game Props Modeling ConceptBefore making a model, there are usually some conceptual drawings as reference for making. In this case, you can directly put the reference drawing in the production software Maya as a reference. ModelingBefore importing into ZBrush for sculpting, you can first do some preparation work in Maya. If the model is relatively simple, such as stone, tree trunk, floor tiles, etc., they are relatively simple. You can use ZBrush to sculpt High Poly directly without making a Low Poly model. If the model is more complex, such as a biological model (animal or the like), you can make a Low Poly export OBJ file in Maya and sculpt it in ZBrush.!Maya Tutorials Game Props Modeling ZBrushImport the low poly model into ZBrush for sculpting. From Blocking, make sure that the scale is appropriate. The most important thing is that the model does not deviate from the conceptual diagram. It is necessary to determine the overall ratio first, and then it is the part of some accessories, and finally the detail part. This process only uses the basic brush.!Maya Tutorials Game Props Modeling RetopoThe number of model faces sculpted by ZBrush is very high, which may be as high as hundreds of thousands of faces, or even millions. Such models cannot be used in-game engines. Therefore, the high poly model sculpted by ZBrush needs to be topologically a low poly before it can be used in the game engine. The topology process uses a topology software TopoGun, TopoGun can help the model Resurfacing and Maps baking, and the details of the model will not be lost. If you are making a single static map, then the model does not need to rig bones, it is not necessary to make low-poly and Normal map. UVSAfter the topology is completed, it is the job of the UV. Normal maps can be baked after the UV is split. The UV can be organized using some plug-ins included in Maya, or can be produced using other software. You just need to expand them and adjust as needed. Try to be as reasonable as possible.!Maya Tutorials Game Props ModelingSchematic diagram of UV deployment and placement Normal mapBefore bringing the model to Substance Painter, you need to bake the details of high poly onto the developed UV to make the texture. Baking and texture can be made using Substance Painter or Toolbag, especially Substance Painter has many tools and functions, which is very suitable for realistic and cartoon-like texture production.!Maya Tutorials Game Props Modeling!Maya Tutorials Game Props ModelingThese textures represent different information such as Normal map, Specula, Hight, and Gloss. The higher the accuracy of the texture, the better the final display effect of the model.!Maya Tutorials Game Props ModelingImport the baked texture into the most commonly used Substance Painter software to create PBR textures. Some parts can be adjusted using some preset textures, and then output different textures according to different needs.!Maya Tutorials Game Props Modeling!Maya Tutorials Game Props Modeling
Maya Tutorials: Production Process of 3D Artwork Batman(1)
Maya Tutorials: Production Process of 3D Artwork Batman(1)
CG character artist Nealxia shared his "Batman" project and explained in detail the production process of models, UVs, textures, renderings, etc.. Your TPN render farm and cloud rendering services provider, Fox Renderfarm hopes these experiences can be helpful to you. IntroductionBatman is a superhero under DC Comics, and in my heart, he has always been a shining image representative who grew up with me. The first time I knew Batman was the Batman game. I was immediately attracted by his mysterious, cold, dark temperament. I still like this role very much now, and I always look forward to the opportunity to do memorable work for my idol. Finally, I finished this work in my spare time last year, I hope you like it. ReferencesBefore I started, I collected a lot of material about Batman. The styles of the picture materials are both realistic and cartoon. In the end, I decided to use Nolan’s film "Batman: The Dark Knight" as the model since I really like this movie.!Maya Tutorial Production Process of 3D Artwork Batman-2 Modelling:After determining the appearance of Batman, we must determine a basic model. I found one from previous projects as a basic model. If it’s too time-consuming to make from scratch, the best way is to use the resources at hand to apply what is suitable, and do it yourself if it’s not a proper one. Displacement pump or normal can be used in the production process to show the details of the model.The process of making Batman armor is done in Maya. After determining the approximate shape, the armor is added to the character model. Building these hard armor models in Maya is quite quick and convenient: first, create a plane, and then continue to extrude the edges of the plane model with the Extract Edge command, and continue to cut until you achieve the effect you want.!Maya Tutorial Production Process of 3D Artwork Batman-4!Maya Tutorial Production Process of 3D Artwork Batman-3
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