3ds Max Tutorial: A “Country Shop” Scene Production Sharing(1)

3ds Max Tutorials A “Country Shop” Scene Production Sharing

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.

Introduction

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.

Blocking

3ds Max Tutorials A “Country Shop” Scene Production Sharing

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.

Modeling

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.

House carving,

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 6

3ds Max Tutorials A “Country Shop” Scene Production Sharing 3

Finally got a high-poly model of this house.

Ground carving

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 8

3ds Max Tutorials A “Country Shop” Scene Production Sharing 16

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 2

3ds Max Tutorials A “Country Shop” Scene Production Sharing 7

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 21

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 13

Wood production: The wood in this scene is relatively old, and they all use the brushes in ZBrush to sculpt the details.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 12

3ds Max Tutorials A “Country Shop” Scene Production Sharing 19

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.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 14

Part 2 will be continued.

Welcome to join us

render farm free trial

Recommended reading


How to Render High-quality Images in Blender

2020-03-09


How to Render Large Scenes with Redshift in Cinema 4D

2019-10-15


Top 9 Best And Free Blender Render Farms of 2022

2022-05-09


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?

2019-04-15


Why V-Ray Render is Black in SketchUp And How To Fix it?

2019-05-07


How to Reduce Noise in Corona Renderer - Corona Denoising (2022 Updated)

2019-05-15


Revealing the Techniques Behind the Production of Jibaro "Love, Death & Robots", Which Took Two Years to Draw the Storyboard

2022-06-10


What is the difference between pre-rendering and real-time rendering?

2020-09-08


Partners

Interested

How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max (2)
How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max (2)
How to create a stylized Cheongsam girl in ZBrush and 3ds Max? In this article, the best render farm and cloud rendering service provider, Fox Renderfarm will share with you the tutorial. For part one:How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max(1) High polygon model/face/hair/clothing wrinkles When you've carved to a certain extent, you're going to ZBrush to make a high-polygon model. First of all, I add a new hem to the model that needs to be added with subdivision carving. Most of the automatic hem of ZBrush can already meet our manufacturing requirements. If there is some dissatisfaction, it can also be matched with part of the edge ring hem of ZModeler.When carving wrinkles, I usually turn on the Lazy mouse function, which can make the carved lines more smooth, avoid intermittent lines, make the cloth look cleaner and more beautiful, and can also be matched with some Alpha brushes, so that the wrinkles are more detailed and richer.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds MaxWhen making hair, it is recommended to use simple geometry first, with the SnakeHook brush to quickly make the outline of the hair, for the subsequent hair production to provide a good basis. When using the SnakeHook brush, you can also turn on Sculptris Pro mode in conjunction with it, so that there is no obvious distortion in some places where there is a large change. !How to Create a Stylized Cheongsam Girl in ZBrush and 3ds MaxAfter adjusting the simple outline, you can use the hairbrush to brush the hair out in clusters. Before brushing the hair, make sure that curve mode is turned on, lock the starting point, and then it takes a lot of patience. Of course, the best way is to observe how the real person's hair twists so that the hair will naturally look good. Details need to pay attention to the scalp coverage and to avoid some places "bald" off. In this case, the hair production is not close to the tangent of the scalp, but first grows up, and then falls down. Paying attention to these details, the hair will naturally look good.Finally, we use the "Automatic grouping" in the "Polygon group" to get rich, well-rooted hair, and then use the Move Topological brush to pull out some of the hair and make small broken hair floating outside to make the hairstyle look more vivid and flexible. It should be noted here that the hair pulled out should still float away according to the direction of the overall hairstyle, do not let the separation distance or angle be too large, otherwise, it looks easy to fake or not natural enough.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max RenderingSo far I've only made models, not added materials. In this case, Keyshots are generally used for rendering, because the model without materials rendered by Keyshots will look more delicate and have a good light and shadow effect. Normally, I will first set a warm light main light source from 45° down from the upper left, and then match a cold light auxiliary light source from the back to the front from the right, so that the structure is more vivid.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max
More
2021-05-28
Rainy Scene Performance of Building Exterior
Rainy Scene Performance of Building Exterior
The best cloud rendering services provider and GPU & CPU render farm, Fox Renderfarm will share with you a good 3D tutorial to make rainy scene.This is a rainy scene performance of building exterior, from 3D artist Han Shilin. The software used is SketchUp, 3ds Max, V-Ray for 3ds Max, Photoshop, and Substance Painter, etc. How to be "realistic"?"Realism" doesn't just give each material a very accurate parameter that can be applied to any environment, so that it can render a very realistic effect. It also refers to realistic performance = according to your own visual experience, controlling parameters to make the map in line with expectations.The difference between the two understandings is that the former has no control and expectation of the final result, and is based on the idea that "parameters are correct.". Reference The reference picture is very important, this is an expectation of the final effect, such as light and shadow, atmosphere, composition. And it is recommended to combine all the reference pictures into one plate.!Rainy-Scene-Performance-of-Building-Exterior 1In order to show a sense of tranquility and quietness, a darker, rainy weather was set. The architectural details of this scene are not many, the atmosphere of light and the treatment of the ground part are very important. ModelingGrasshopper makes the appearance, imports SketchUp to make the main body of the building, and then imports into 3ds Max, and rendered with V-Ray. The process is very simple. The important thing is to do a good job of layering, otherwise, it will become more troublesome when importing into 3ds Max.As for the composition, a very low angle was used, as much as possible to expose the ground material and the wider sky. TextureThe main body of the building is far away from the lens, so only ordinary materials are needed, and the texture of the materials can be maintained. Taking the skin material as an example, the rest of the building materials are very basic.!Rainy-Scene-Performance-of-Building-Exterior 2Sidewalk and road eaves: indoor concrete texture package, because there will be a lot of dirt in the outdoor scene, so the concrete texture and the dirt texture are mixed together. The area in the close shot is relatively small, so the repeatability of the material is serious. Since it is a rainy scene, the roughness value is also very low.!Rainy-Scene-Performance-of-Building-Exterior 3PS. The main building can be modeled in SketchUp and then imported into 3ds Max. The environment and settings of the scene are best created with 3ds Max because the SketchUp model will have some problems when imported into 3ds Max, such as the UV will be messed up.Performance details (Substance Painter draws some textures)From the perspective of the camera, the pavement greatly affects the picture, so its material is very important. You need to import this pavement into Substance to draw textures.Import the mesh file that needs to draw textures into Substance Painter.!Rainy-Scene-Performance-of-Building-Exterior 4Remember to turn off the channels other than the natural color when drawing the natural color map. After drawing the natural color map, create a new layer and draw the bump.!Rainy-Scene-Performance-of-Building-Exterior 5Then you can add some standing water to both sides of the road.!Rainy-Scene-Performance-of-Building-Exterior 6There are many ways to draw. One of the simpler methods is to add a material to adjust a very flat height and then apply it several times with a dirt brush to get a better random effect. Because what to do is a rainy scene, there is no wet feeling. So adjust the level of the roughness layer.!Rainy-Scene-Performance-of-Building-Exterior 7One thing to note is that if you want to get the same effect in 3ds Max as in Substance Painter when importing the texture, adjust the blur to 0.2. For sharper effects, lower it. In addition, the imported map gamma needs to pay attention to, the map color of the natural color is selected automatically, and the rest are all 1.0.!Rainy-Scene-Performance-of-Building-Exterior 8Then it is relatively simple work and found some model-rich scenes from Evermotion's model library.Such as the middle and lower left cars. After that, I used V-Ray rendering in 3ds Max, and finally adjusted it in Photoshop.Fox Renderfarm hopes it will be of some help to you. It is well known that Fox Renderfarm is an excellent cloud rendering services provider in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
More
2020-01-15
How to Make A Tomahawk in 3ds Max
How to Make A Tomahawk in 3ds Max
1 month rendered in 2 hours, the fastest GPU & CPU cloud rendering services provider and render farm, Fox Renderfarm still shares with you 3ds Max tutorials, how to make a tomahawk in 3ds Max. IntroductionHello everyone! What I want to share with you today is to use 3ds Max to make a tomahawk and share some skills and techniques used in the production process. This is a relatively basic tutorial, including modeling, sculpting, pbr texturing. ConceptThis tomahawk was inspired by a weapon concept image in "World of Warcraft". It looks cool and looks very beautiful. So I want to make it into a 3D version in my own way.In the concept drawing, I first observed the outline of the front and side and modified some details. These main structures are very important for making the model. We can see the white and black side profile in the figure below. The black is obviously more three-dimensional than the white.!How to Make A Tomahawk in 3ds Max ModelingFirstly, I split the model into three parts, the handle, the main body, and the axe body on both sides. Each part is modeled in the most suitable way, and then merged. This part is very easy and simple to make this type of mode in 3ds Max.!How to Make A Tomahawk in 3ds Max!How to Make A Tomahawk in 3ds Max!How to Make A Tomahawk in 3ds MaxThe axe body on both sides of the battle axe is very important, so its shape is very important. The thread exists for structure, so please add enough thread at the turning point, and pay attention to the thickness of the axe since it needs to have layers. Models that can be made separately, please make them separately. Use as few faces as possible, and make transitions as smooth as possible.!How to Make A Tomahawk in 3ds Max UVsUV production can be divided into four parts,- Plane projection: put the messy uv in a box.- Dismantling: adjust the UV without stretching and saving space.- Operation: solve stretching.- UV placement: a. The UV of objects with a larger model can be enlarged, and the UV can be reduced if there is less texture information; b. Try to optimize the UV space, and then the seams.!How to Make A Tomahawk in 3ds Max TexturingNow that the model is complete, we can start making textures. Firstly, I filled in the background color. For example, If the overall concept map is blue, fill it with blue. If the overall concept map is red, fill it with red.!How to Make A Tomahawk in 3ds MaxWe can use the concept map for reference. As the background color, don't use too dark or too bright colors.!How to Make A Tomahawk in 3ds MaxThe next step is to create a hand-painted texture. There is a concept map for reference, just follow it to draw it. When drawing, pay more attention to the light source. I want it to look like a cold light source illuminates from the upper left, so that it can have a good sense of volume. In this step, large blocks of colors and changes need to be drawn, and no details are needed.!How to Make A Tomahawk in 3ds MaxNext is the details. It should be noted that no matter what we draw, such as bandages, decorations, and bumps on the handle, we need to pay attention to the sense of volume.!How to Make A Tomahawk in 3ds MaxFinal effert:!How to Make A Tomahawk in 3ds Max
More
2020-11-23
  • Foxrenderfarm

    Powerful Render Farm Service

  • TPN

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com

    Connect with Us

Fackbook Customer Reviews