3ds Max Tutorials: 3D Toilet Scene in Silent Hill (2)

3ds Max Tutorials 3D Toilet Scene in Silent Hill-15

Your TPN-Accredited cloud rendering service provider, Fox Renderfarm still shares with you a toilet scene made with reference to the horror and thriller game Silent Hill.

Texturing

If you want the scene to look real, the production of normals and textures is very important, especially the normal mapping, which can record the details of the high-variable polymorphism perfectly. The details here refer to the normal mapping with bump information, color mapping, metallic mapping, roughness mapping, and others. After the baking is completed, import the low poly model into Substance Painter for material production, adjust the parameters of various materials, increase the details of the texture, such as dirt, wear, and cracks, to show a more realistic effect.

To make the dirt on the ground, first, fill the model with the original color based on the ground color of the original painting, and then use channels to fill a layer of dirt in the dark and bright parts:

3ds Max Tutorials 3D Toilet Scene in Silent Hill-6

Then fill with a layer of roughness and bloodstains;

3ds Max Tutorials 3D Toilet Scene in Silent Hill-2

Roughness of Tile

3ds Max Tutorials 3D Toilet Scene in Silent Hill-9

3ds Max Tutorials 3D Toilet Scene in Silent Hill-11

The effect of the texture refers to the actual falling off the situation of tile, adding the inherent color, dark part, and bright part as above, and adding soil, moldy stains, dust, etc. with Alpha as a new filling layer.

Wall Cracks

Observe the color of the cracks on the wall of the original painting, and create a new filling layer to fill the natural color, the dark part of the crack, and the bright part of the wall.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-7

Now you can see the color of the wall, and then depreciate the wall and add stains. In order to be more detailed, you can add moss material to the cracks to highlight the age of the scene.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-17

After determining the texture style of the wall, you can make some personalized adjustments, such as adding some bloodstains, blood handprints, graffiti, etc. to highlight the style of horror and thriller.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-17

The same steps were performed on other walls.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-10

Lighting Rendering

  1. The most important factor affecting the rendering effect of the overall scene is the lighting. First, enable lighting, global illumination, and ambient occlusion effects.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-5

  1. Main camera options, change the field of view and adjust the effects of sharpness and noise.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-3

  1. Import the model and load the texture. The gloss channel must remember to invert the rough texture.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-1

  1. Change the angle, adjust the brightness of the background to achieve the desired environmental lighting effect, and then add lights to illuminate the object and corners through multi-angle observation to show the clear structure of the object, the roughness, and details of the surface texture. Remember to add light used for basic lighting.

3ds Max Tutorials 3D Toilet Scene in Silent Hill-0

Now that the production of the scene is basically completed, you can also try to make a browsing animation of the camera.

Conclusion

The above is the whole process of making the horror toilet scene of Silent Hill. We hope this tutorial can be of some help to you. As the leading cloud render farm service provider, Fox Renderfarm continues to bring you the latest news about 3D art! Thank you for reading!

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3ds Max Modeling Tutorial: Hard Surface Modeling (3)
3ds Max Modeling Tutorial: Hard Surface Modeling (3)
For example, if we want to make such a more complicated robot model, what should we do? StructureBuild a rough head model structure, paying attention to the overall proportional structure. First of all, don't rush to make a detailed structure, we must first build the overall outline of the model.!3D Tutorials Hard Surface ModelingIn this way, the key structure of the model is roughly constructed, without worrying about the details of the model, just the simplest geometry. For this model, it is a symmetrical structure, so we only need to make half of the head, and then copy the other half with symmetry. After ensuring that the proportional relationship is basically accurate, we can move on to the next step. DetailsRefine the preliminary model, and further make the topological structure, pay attention to the quasi-structure line with uniform and appropriate wiring. The next step is to add details, follow the reference to make some lines of the concave and convex structure of the model, this step needs to be as accurate as possible. The surface and line parts need to be as reasonable as possible,More subdivision is needed for smooth areas, less subdivision for flat areas, and the curvature of the model is adjusted.Finally, the topological structure of the model is made. The following is to make the topological structure of the model.!3D Tutorials Hard Surface ModelingFor this model, it is more complicated, and the key consideration is the red shell part. Although the other parts look complicated, they are actually composed of relatively simple small parts, which are easier to handle.!3D Tutorials Hard Surface ModelingContinue to add details and deal with parts of the hard surface model. Since there are many problems will be encountered at this stage, adjustments and changes are required.!3D Tutorials Hard Surface ModelingTips: During this process, we can press the Q key to quickly open and close the subdivision surface to check the effect of the model.After that is the production of eye sockets, ears and other structures. These are not difficult, but require patience and time. Finally, some small parts will be added to perfect some deficiencies.!3D Tutorials Hard Surface Modeling!3D Tutorials Hard Surface ModelingNow the model is basically completed.!3D Tutorials Hard Surface ModelingFox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm 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!
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3ds Max Modeling Tutorial: Hard Surface Modeling (2)
3ds Max Modeling Tutorial: Hard Surface Modeling (2)
According to the principle mentioned above, the closer the line is, the harder the structure.!3D Tutorials Hard Surface Modeling Diamond structureThe diamond structure is a very important and practical technique in modeling.!3D Tutorials Hard Surface ModelingThe shield model and the top six lines finally converge on the bottom corner. Because the upper part of the shield is a relatively wide structure, we need more faces to form its structure. But the bottom corner is a very small structure, and we don't need so many faces. This wiring will make the bottom surface look very crowded, wasting a lot of surfaces, and it is also very inconvenient for subsequent modifications. So, how should we optimize the lines here? This requires the so-called diamond structure.!3D Tutorials Hard Surface ModelingAfter the modification, the upper part of the model still has six faces, but at the bottom corners, there is only one face. Such lines are evenly distributed on the model. By using the diamond structure many times, the number of faces can be gradually reduced, and the wiring of the model can be more optimized.At the same time, the diamond structure can not only play the role of lowering the surface, but also can play the role of raising the surface. If we look at the wiring in reverse, it actually starts from the bottom side and gradually increases the number of sides to the top six sides. We must flexibly use the positive and negative effects of the diamond structure according to the different situations of the model. SemicircleSometimes the model may need to have some very regular structures. For example, this model has a semicircular structure on top and bottom. The best choice is to use some basic shapes to make it. The cylindrical shape is probably used the most.!3D Tutorials Hard Surface ModelingFirst create a cylinder and adjust the size of the lower cylinder. The parameters here are set as integers as much as possible to facilitate the matching of the size of the lower cylinder. At the same time, it needs to reduce the number of segments of the cylinder, so there is no need for so many segments, leaving 12 segments.!3D Tutorials Hard Surface ModelingDelete the unused half of the surface and extrude the structure below; create a new cylinder, reuse the shape again, adjust the parameters of the bottom cylinder, and pay attention to matching the size of the structure above.!3D Tutorials Hard Surface ModelingThen we can select all the lines at the break and use the stitching tool to connect the two structures. The last is some follow-up work, cleaning up the number of faces and so on.!3D Tutorials Hard Surface ModelingNow follow the best CPU&GPU render farm to the next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (3)").
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2020-10-09
3ds Max Modeling Tutorial: Hard Surface Modeling (1)
3ds Max Modeling Tutorial: Hard Surface Modeling (1)
The fast and affordable cloud rendering services provider, Fox Renderfarm still share with you 3ds Max modeling tutorials. In this project, we will learn to use 3ds Max's hard surface modeling technology to practice making a robot head. In this process, we will also explain some points that need to be paid attention to in the production. NURBSWhen using NURBS to make a model, the position of the point and the distance between the points determine the curvature of the NURBS. The closer one point to another, the harder the structure.!3D Tutorials Hard Surface ModelingThis is a figure drawn by NURBS. The mode of the spline is B-spline. Five key points constitute this figure.!3D Tutorials Hard Surface ModelingNext, start drawing with polygons and place the five points of the polygon at the same positions as the five vertices of the B-spline, and finally add subdivisions.At this time, it can be found that the curvature of the graphics obtained by using polygons and subdivision surfaces is almost the same as that of the graphics drawn by using splines. Therefore, the principle of modeling using subdivision surfaces is similar to that of drawing splines. Editing the point, line and surface of a polygon is actually the same as using a pen to draw lines in PhotoShop. The steps are to draw the key points on the structure first, and finally get a smooth surface through these points.The above graphics are very smooth, so what should we do if we want the structure of the model to look harder?In fact, the method of making splines in B-spline mode is the same. Just add one or two points close to it next to the hard point, and the structure will become hard.!3D Tutorials Hard Surface ModelingThe figure below is a combination of polygons and subdivision surfaces. Similarly, as long as you add two very close points on the edge of the hard point, the result is the same.Therefore, when modeling with subdivision surfaces, the closer the points are, the harder the structure. Four-sided PrincipleAn important principle of polygon modeling is to try to ensure that all faces are four-sided faces, and avoid triangular faces and faces with more than four sides.!3D Tutorials Hard Surface ModelingThe reason is simple. When adding subdivision surfaces to the model, if there are triangles and more than four sides on the model, the result may be very bad.!3D Tutorials Hard Surface Modeling-16 PointsIn a polygon mesh, if a point is connected to more than four edges, it is easy to make the surface of the model not smooth, so there should be as few such points in the modeling process. If this point cannot be avoided, it can be placed in an unimportant place or on a flat surface.!3D Tutorials Hard Surface ModelingAs shown in the figure, this point is just on the middle crease line, resulting in an ugly pothole in the middle of the model. But if moved to the plane, there is no problem.!3D Tutorials Hard Surface ModelingNow please follow the best CPU&GPU render farm to our next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (2)").
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