3ds Max Tutorial: A “Country Shop” Scene Production Sharing(1)
The No.1 render farm, Fox Renderfarm will share with you a tutorial about how to make a country shop scene with 3ds Max, ZBrush, Marvelous Designer, Substance Painter, Photoshop, and Substance Alchemist. In the production process, in order to show more details, we made it into a relatively broken scene. Next, I will introduce and show the process of making this scene, I hope you can learn some useful things from it.
The whole scene of this project can be roughly divided into small parts such as houses, floors, square boards, round logs, trash cans, air conditioners, cloth, electric boxes, beverage bottles, headlights, grass, and wires. The PBR process is used, 3ds Max is mainly used to make the model, ZBrush completes the sculpting, Marvelous Designer makes the cloth, and Substance Painter, Photoshop, and Substance Alchemist complete the texture production.
In order to control the scale of the overall model and facilitate the production of sub-components in the later stage, it is convenient to build a simple model at the beginning. The most important thing is to determine the position and size of each component in the entire scene. In this process, I used a model as a reference for all other components.
The model-making process is to continuously refine on the basis of Blocked and add more rich details. The line in Polygon should be loop-based as much as possible, mainly to facilitate the subdividing of a mesh at the back. When making a model, you must not forget the relationship between a single part and the overall proportion. The proportion is the result of continuous adjustment and optimization.
The production of the house is very simple, starting directly from a simple box, but the focus of this part of the work is the high-poly sculpture. I plan to make a dilapidated house, so I try to look dilapidated while ensuring the hardness of the house, so the surface details should be enough.
Because of the lack of learning skills, it took a long time to start carving and the work progress was slow. I encountered many errors when engraving the bricks. Finally, with the help of a friend, I changed to another production method: using surface noise to make the bricks, which saved a lot of time. First, find the appropriate material image, use ZBrush's surface noise generation, adjust the parameters to get the final effect. Finally, I tested the combination of multiple brush effects and finally found the most suitable way.
Finally got a high-poly model of this house.
The production of the ground is also very simple, starting from a simple box. I first used 3ds Max to make the basic model and made the main grooves, and then imported it into ZBrush for sculpting. First, use the brush to adjust the corners, and then add small details such as missing corners and cracks, bricks, etc. One thing to pay attention to is the hardness of the ground. The hard areas must be hard enough.
After the house and the ground are made, combine them to adjust (note the size of the groove on the ground). I think the high-poly sculptures are very interesting. I will think of this artwork whenever I see houses and bricks in my later life.
The part of Hard surface
The production of hard surface models is relatively smooth. The most important part is to control the scale of the model and the distribution of lines and then assign smooth groups, and then use the chamfer command to distinguish between smooth groups, and remove the option of minimum angle.
After adjustment, add the turbo smooth command on this basis. If there is a problem with the corners of the model, you need to modify the smooth group or add the Edit Poly command to the chamfer command to modify the line distribution. Try to make the line distribution reasonable. Then add turbo smooth command and there will be no problem.
Fabric and wood part
Fabric making: The fabric is made using Marvelous Designer software. First, adjust the size and shape of the fabric in Marvelous Designer.
Then import the cloth into ZBrush for detailed sculpting, because the cloth exported by Marvelous Designer is a patch, without thickness, and all triangular faces. So you need to use the automatic topology tool ZRemesher for topology in ZBrush. Then we got a clean mesh with the same shape as before, and now we can sculpt details on this model.
Wood production: The wood in this scene is relatively old, and they all use the brushes in ZBrush to sculpt the details.
Organize all the models that have been made, and then assemble them according to the design in 3ds Max. Now you can see the appearance of the house.
Part 2 will be continued.
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