3ds Max Tutorials: 3D Toilet Scene in Silent Hill(2)
Your TPN-Accredited cloud rendering service, Fox Renderfarm still shares with you a toilet scene made with reference to the horror and thriller game "Silent Hill".
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:
Then fill with a layer of roughness and bloodstains;
Roughness of tile
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.
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.
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.
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.
The same steps were performed on other walls.
- The most important factor affecting the rendering effect of the overall scene is the lighting. First, enable lighting, global illumination, and ambient occlusion effects.
- Main camera options, change the field of view and adjust the effects of sharpness and noise.
- Import the model and load the texture. The gloss channel must remember to invert the rough texture.
- 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.
Now that the production of the scene is basically completed, you can also try to make a browsing animation of the camera.
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