3ds Max Tutorials: 3D Toilet Scene in Silent Hill(1)
Today your TPN-Accredited cloud rendering service, Fox Renderfarm will share with you a toilet scene made with reference to the horror and thriller game "Silent Hill". The process is from the original painting to the 3ds Max model production, then to the texturing in Substance Painter, and finally the Marmoset Toolbag for rendering.
Let’s have a look at the final effect.
Software used: 3ds Max, ZBrush, Substance Painter, Photoshop, Marmoset Toolbag How long does it take: one and a half weeks
This is a personal project for practice, the purpose is to learn some new skills and improve workflow, and make your work better.
In this project, the production is not so difficult, but the texturing and rendering took a lot of time. A lot of tests were carried out in these two stages, and the most perfect results were obtained. And through texturing in Substance Painter production and rendering with Marmoset Toolbag, the overall thrilling atmosphere of the scene is perfectly displayed, making people feel as if they are on the scene at a glance.
The whole production process is divided into five parts: target, modeling, UV, texturing, rendering, etc.
The scene is based on the original setting of the game scene, so the model production is not too difficult. In the early stage, I first decide the angle of the scene, and then increase or decrease the number of model faces according to the distance from the scenes.
First import the image into 3ds Max, build the entire room with simple shapes and then start adding props and details. For the smaller details, such as the breakage and cracks of the wall tiles, they are all made by Dam Standard brush, OrbFlatten_Edgeprotect, and Alpha.
Part of the details after the carving is completed:
Most of the work in the UV part is relatively simple, and the most difficult part is the broken tiles and gravel falling from the ground.
- The small pieces are baked as much as possible in the post-production
- Reduce the number of faces of other models that are not part of the visual center
- Use the correct model resolution to make the size of the texture, etc.
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