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3ds Max Tutorial: A “Country Shop” Scene Production Sharing(2)

2020-12-113 min read

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

Continue the 3ds Max Tutorial: A "Country Shop" Scene Production Sharing(1), the NO.1 render farm, Fox Renderfarm still share with you the production to make a country shop with 3ds Max, ZBrush, Marvelous Designer, Substance Painter, Photoshop, and Substance Alchemist.

Low polygon production

The low polygon production uses the high polygon that was previously sculpted, mainly to make the model clean by reducing the lines. The cloth is made using Topogun, a topology tool. Topology is a simple but patient task. Topology is divided into two ways: First, you can use editing and adjustment tools to reduce the surface and the surface to get it. You can also use the automatic topology tool, and then adjust it manually (Method: Set the number of faces first and then click the Retopologize tool) . The low polygon should be as simple as possible, but the shape of the model should be kept unchanged.

3ds Max Tutorials A “Country Shop” Scene Production Sharing 5 3ds Max Tutorials A “Country Shop” Scene Production Sharing 1

UVS

After the low polygon production is completed, it is the work of UVS. Before UV work, you need to divide the smooth group first, and then cut the UVS seams according to the group. Seams will affect the final texture production, so try to hide the seams in places that are not obvious or corners when working.

UVS work also needs to consider the size of the texture.

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Baking

We need to match the high poly and low poly in 3ds Max. The edge silhouette must match and overlap, and then the high poly and low poly of the same part must be named and matched, and then the normals will be baked in Substance Painter. In order to get a better normal map, an average normal and a vertical normal will be baked out first, and then the interior of the vertical normal and the edges found on average will be retained in Substance Painter.

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Texturing

When making textures, we give priority to making the overall color and then adding details. It is easier to add details on the basis.

First, I separated several types of textures and distributed them according to the workload. Each person is responsible for several different things. When making, remember to start with the whole, don't be obsessed with the details, you can also communicate with other people and give each other suggestions. When the textures are almost the same, I will add sharpening to the top texture to make the details more obvious, that is, create a new layer and add a sharpening filter.

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The texture production of other models also uses the same method, first the whole and then the details.

Grass production

The grass did not use plants. Instead, some patches were created in 3ds Max and placed where needed. After the reference processing of the grass I was looking for, a transparent texture was placed on the patch.

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Rendering

Now you can integrate all the finished models. Before integration, you need to organize all the models, textures, and file names. The final rendering used Marmoset Toolbag because after the HDR we used in Substance Painter was imported into Marmoset Toolbag, their effects would not differ too much. For the lighting part, we use three lights, one main light source has a warmer color tone, and two auxiliary light sources have a cooler color tone. Adjust the camera to enhance the contrast and test the final rendering effect while adjusting.

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