3ds Max Tutorials: Making of firearms(2)

3ds Max Tutorials Making of firearms

Continue the 3ds Max Tutorials: Making of firearms(1), the smarter and cheaper cloud rendering services provider, Fox Renderfarm still shares with you 3ds Max Tutorials: Making of firearms(2).

Low polygon

When making Low polygon, because these are relatively simple and hard things, we can use High polygon to reduce the line. If the structure is complex, we need to use the Topogun tool. When making Low polygon, we need to pay attention to some gun barrels. The line must be straight to facilitate the production of UVS and the baking of NormalMap later. It should be noted here that if it is not straight enough, it may cause the parts to twist.

3ds Max Tutorials Making of firearms

In addition, we must ensure that Low polygon and High polygon match before baking, otherwise the baked NormalMap may encounter problems.

3ds Max Tutorials Making of firearms

Another method is to click the number "0" button every time a low polygon of a model is made, and then pick the High polygon with Low polygon on the baking panel, bake the normal, and test whether the NormalMap is correct.

3ds Max Tutorials Making of firearms

If there is a problem with NormalMap, you can use some plug-ins to perform Normal transfer to solve the problem of NormalMap.

UVS

A total of two textures are used here. It should be noted that the Low polygon in the UVS here is all turned into a triangular surface to import the Substance Painter to maintain the correctness. Hence the probability of error is relatively small.

3ds Max Tutorials Making of firearms

Why is the UV now so broken? This is because there is a rule in the game that the UV must be disconnected where the model has hard edges. Otherwise, a black border will appear when rendering in the engine. That is not what we want to see. There is a certain gap between each UV because the texture has the concept of pixels. If the gap is too small, it will cause your texture pixels to be interspersed, which will cause the seams to be very difficult to handle when painting the texture later.

Finally, paste a checkerboard to see if the UV size is consistent. To ensure that the pixels occupied by each piece of UV are equal, the important part can be amplified by UV to make it occupy a larger proportion. The texture accuracy is also higher.

Baking

There are many ways to bake normals. I still use Substance Painter to name the baking methods. First in 3ds Max names the high poly and low poly models. The name of the high poly should correspond to the name of the low poly, such as jujiqiang00_low corresponds to jujiqiang00_high.

Then, export the low-poly format fbx, and the high-poly export obj, which can be baked with Substance Painter.

Note that when baking the normals, first bake the average normals, then bake the vertical normals, and finally use Substance Painter to repair the normals. When baking ID maps, the pictures that you often bake are black, which means that the material color is not turned on in the color source, and the high poly should be given different colors in advance in 3ds Max.

3ds Max Tutorials Making of firearms

Texturing

Here, I mainly explain the production of the metal gun body part.

3ds Max Tutorials Making of firearms

Add a mask to the group, and then add a color selection to the mask. Absorb what you want to do in the colored part below the picture. I simply changed the color. The next step is to add various masks in detail.

3ds Max Tutorials Making of firearms

I will analyze each layer from bottom to top because it is a relationship between the upper layer and the lower layer. I adjusted the basic material at the bottom layer. That is the basic color of this metal.

3ds Max Tutorials Making of firearms

The picture below is the effect of the dark and bright colors we added, so will there be some color changes on our metal?

3ds Max Tutorials Making of firearms

Next, make some small metal particles and dirt on it. Then do the frosting on the metal. It is the material directly searched on the Internet. Paste it to the base color to increase, add another layer of height to the top, and adjust the transparency through the height channel. The height of this layer can actually be made together with the layer below, but here it is made separately.

3ds Max Tutorials Making of firearms

So here we can export the texture by pressing Shift+Ctrl+E. The next step is to import the file into 3ds Max to adjust the lights and use the rendered output to save the picture for later adjustment.

3ds Max Tutorials Making of firearms

The above is a brief 3D tutorial for making this gun. Thank you for reading and hope you can learn more from it.

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3ds Max Tutorial: Frequently Asked Questions about 3ds Max Beginners(1)
3ds Max Tutorial: Frequently Asked Questions about 3ds Max Beginners(1)
Scenes in Avatar created in 3ds Max3ds Max is a 3D computer graphics software and also a very powerful animation creation tool that is widely used in multiple areas such as movie VFX, game scenes, interior designs, and products design, etc. Only if you want to enter the CG industry, you will definitely use 3ds Max. Here are some frequently asked questions about 3ds Max beginner, and the content is organized by the best 3ds Max render farm, Fox Render farm.Beginners in 3ds Max will meet a lot of questions, how can we solve them? Here we listed the most frequently asked questions about 3ds Max, let’s check them out. Q: How to delete history records in 3ds Max?A: Click [Customize menu] - [Preference]. When the [Preference settings dialog] pops out, lower the [level] in [Redo] a little bit. At the same time, this can reduce the revoke steps. Q: What to do if you cannot find the [Command panel] on the right side of 3ds Max?A: Click [Customize] - [Show UI] - [Command panel], then it will appear again. Q: How to find the unsaved files again if your computer shuts down all of a sudden?A: After installing 3ds Max, click [Customize] - [Preference]. Choose the [File] tab in the [Preference settings] pop-up window. Then click [Enale] in the [Auto backup] groups, and adjust [Autobak] and [Backup interval (minutes)] in the lower parts. After setting up, if your computer shuts down out of blue, you can find your files back by clicking [File] - [Open]. Your files will be shown in the [Autobak] folder in [Open file]. Q: Why Texture cannot be seen on models when Boolean is added?A: Because the axis of Texture will disappear when Boolean is added. Add [UVW Texture] to models if you want to edit the Texture after adding Boolean. Q: How to input 2D Texture to View as background?A: Firstly, you can add the background to View in 3ds Max. Press [Alt]+[B], and click [File] in the [Viewport background] pop-up window. Then you can choose the background Texture you want.If only half of the head sculpture is made, and [Mirror] is used for the other half. How can we combine them together?After clicking [Mirrior], get them back to 2 groups of [Nurbs] splines. Then choose [surface] and turn it into surfaces (pay attention to the order of Nurbs). Q: Why the all the models will be selected after the files were transferred from CAD to 3ds Max?A: This phenomenon is common. Because all the models will become a group after inputting into 3ds Max. To solve this group, some settings need to be done in [AutoCAD DWG/DXF] when inputting the CAD files. You can either choose projects of the same color as a group or divide them by layers as you need.Notice: When painting in CAD, projects need to be grouped by using different colors or divided by layers. Q: How to add sections to the new Cylinder, because the Cylinder will be distorted drastically and the surface will be rough when doing large changes? Cause the maximum section is 200, how can I add more?A: Use [Soft] to create a Cylinder, revise the [Step count] then copy using [Clone]. Then use [Mesh Select] and [Attach] all the Cylinders together to do the bending work. Q: When making tiles, the render is only one big tile, how can it be multiple small ones?A: Find [coordinate] in [Material Editor]. You can choose the number of multiples in the [Tile] tab. Q: Why the lofting surface will be perpendicular to the generated surface when doing [Loft Object]?A: You may get [Get Path] wrong with [Get Shape].
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2021-09-03
How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max
How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max
Hey guys, we are students from a 3D Design school. It’s such a pleasure to share our creative process to make the cartoon restaurant in 3ds Max. We are a team with 6 members, and many of us are quite new to 3D art, so we hesitated a bit on the concept art we chose. At last, we chose this scene which is quite narrative, and the cartoon characters in it add quite a lot of spooky feeling to the scene with the fine lighting.Below are how we made it from scratch and some difficulties and experiences we wanna share with you. The content is also organized by the best 3ds Max render farm, Fox Renderfarm. Concept art & assets allocationThe key to a successful render is to properly analyze the concept art. Since we are a team of six, we need to figure out what models, UVs and materials can be widely used in order to organize assets effectively and efficiently later on. The other thing that needs special attention is the definition of all the material.Making is scene is not like creating some small gadgets, the objects that can be publicly used is the priority. Only by paying more attention to the whole picture other than details at the beginning can we allocate the tasks well to maintain our final result and efficiency of creation. So the big picture can be divided into 4 groups: hard surface, house and the floor, characters, wooden gadgets and food. We allocate our jobs accordingly. But hold on, if everyone just bluntly does their job immediately, a lot of trouble will be caused. We strongly recommend that one of the team members do the blocking first to give the whole team a clear sense of the structure and proportion. Though there is a uniform unit, you will still find it difficult to composite and match each part without blocking. So blocking is a necessary part to make everyone on the same page. BlockingThe key to starting blocking is to find the right middle point of the picture which will hold up the whole picture and help locate other parts accordingly. After that, we can generate a box to speculate other parts’ locations. Take care of the proportion, since the right proportion in this part will save a lot of time later on.So we recommend that ask someone who is more sensitive to proportion to take charge of the blocking process. Multiple checks and revisions are required after it is done. Then you can save a 3ds Max file and send it to other members to let them play their roles.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds MaxThe purpose of making blocking is to assure the right proportion. No matter what you create, try to turn it into a basic polygon because it’s way easy to adjust the proportion of a simple polygon. Later adjustment of the objects won’t affect the proportion once you have it right in this part which saves a lot of time and effort. Making mid-polyIn this part, we need to make the basic outline, even splines on the right amount of surfaces, so as to easily sculpt high-poly. Take your time and be careful about the right position of the points in this part. The splines are better to be looped so that it will be easier to aline in the high-poly process. And always keep in mind the proportion between single objects with the whole picture. The proportion needs constant refinement and progress. You can take the blocking file to make mid-polys referring to the concept art.You can never strengthen the concept of managing assets too much in scene creation. The names and directories have to be unified. The right habit has a lot of benefits to the whole creative process.Naming files: Messy files will bring you a lot of trouble. Everyone should name the textures and maps accordingly with the texture files for a convenient rendering process. And texture replacement will be easier, especially on large scene files, or your team leader may kill you. Small tip: you can use the name acronyms of team members when naming files if there are a lot of team members. Making high-polyRefining details is what you need to do in the high-poly process for a better final result. This process is time- and effort-consuming, so don’t panic, be precise and be patient. Another detail is that we won’t use high-poly directly for baking. So in this process, you need to consider which parts cannot to made as texture in the later baking process. It’s important to think ahead.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds MaxBesides the hard surfaces, the cute cartoon monsters are also made in Zbrush. We lay much emphasis on the unity of all the models, from their completeness to the sculpturing style. Thus, we had a lot of discussions in this process to keep them uniform. The leader should keep an on every members’ progress.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds MaxI used a 3D sphere to create the cartoon character. The outline of the monster is smooth, so I decided to sculpt it directly. I used Move to draw the basic outline and used clay pen to do the pose. If there is heavy distortion, I will use grids to arrange the lines. In the beginning, it’s better to make as few polys as possible to maintain the structure first. Then you can refine the details. For beginners, if you can add a sphere, do it. Because making a one-object model is too difficult for beginners. If you can stretch the structure in just one move, do it. Be bold, don’t drag it back and forth which can’t deliver you any good result, just wipe it and do it again. And always keep in mind to refer to the concept art. Additionally, separate the parts according to different textures for easier texturing.Don’t stick to one software if there is some part you are just able to get the anticipated result. You can switch between 3ds Max and ZBrush.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max Making low-poly Making low-poly is the most important and also the most complicated process. It requires not only patience and carefulness but also the capability to arrange splines. To match the high-polys properly, we need to use TopoGun.The advantage to keeping the uncollapsed hard surface high-poly is that low-poly can be made easily. Delete the subsurface and reduce faces, then you can make a perfect low-poly.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds MaxThe composited low-polyHere is a quick tool to make low-poly: ZRemesh. But if you have high requirements, TopoGun is still the better choice. Making UVsAfter the low-poly process, making UVs comes next. You need to separate the smooth group before making UVs, then find the broken part to cut it. The seams need to be well pampered. If the seams are too obvious or too scattered, many flaws will appear after texturing.Here are 3 key points. First off, keep the precision uniform. All the objects need to be measured with the grids. Every team member generates a 1*1*1 box to make a chessboard to measure the reference object. Then everyone can measure the objects with the chessboard.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds MaxWe separate every component and put them on the chessboard to see the planning of texture to lay the UVs. It didn’t take long to make deconstruct, but laying it took a long time.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds MaxThe integrated low-poly with UVs BakingTo elevate the efficiency and effects of baking, we chose Marmoset Toolbag to do the baking. The brushing tool to check the normal lines is quite handy. However, the matching between high-poly and low-poly determines the final result of the baking.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max Making MaterialsWhen making materials, we need to decide the texture first. Once the texture and shading are correct, all the details will make sense. Firstly, I made some materials and created some layers groups to make the chosen area. Then make the bright and dark parts and scratches. Here you need to be careful of the relations of the scratches between each object, cause you will easily forget about the whole object when you indulge in the small parts too much. Team members need to communicate constantly in the process. After finishing the material, sharpen all the objects on the top layers. To make all the details clearer, you can create a new layer with a sharpening filter, and convert the blending to overlay. And add a generator to the whole project -- light, which will make the visualization more uniform. The visual style is very cartoon, and we didn’t make the style too shabby to keep it clean and simple.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max RenderingWe did rendering in Marmoset, which is quite good at interior lighting design. At first, we didn’t know how to set the lighting, and it turned out to be a very creepy small shop. After some advice and trials, we finally got it right.The layers of lighting are quite important, the outside parallel light seemed to be the main light but actually auxiliary lights. As a result, the interior floodlights and spotlights are the main lightings. The strong contrast of the strength and hues can help the audience find the focus.Lighting is essential to present the sense of space, with the transmission from cold and warm, and multiply lights in one area should be varied in their strengths. The core is the variation of lightings in the corners.The third point is the understanding of the lighting strength. No exposure doesn’t mean all black. Using the details in the dark parts to manifest the light details is a very useful technique. Be careful when using the volumetric fog, the lighting system in Marmoset cannot be compared to that in UE. Using volumetric fog is a good way, but you should really keep an eye on it.!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max!How to Make a Next-gen Cartoon Restaurant Scene in 3ds Max SummaryAbove are the workflows we used. This experience is quite precious to us which makes us more united and lets us know each other more. Wish our sharing can help you and your team a bit in scenes production.
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2021-09-02
How to Create a Classroom Scene With 3ds Max and Zbrush
How to Create a Classroom Scene With 3ds Max and Zbrush
This tutorial brings about the scene production process of "Classroom", and the tutorial was organized by the best online render farm, Fox Renderfarm. The content will introduce in detail the process from resource allocation to model making, then drawing textures, and finally rendering. The software used includes 3ds Max 2018, Zbrush, Substance Painter, Marmoset Toolbag3, etc.!How to Create a Classroom Scene With 3ds Max and Zbrush Production Process1. Resource AllocationBecause of the large number of models in the scene, It is necessary to analyze the scene first, disassemble it into separate resources, and then allocate them to each member for production, and finally build and integrate them. This will greatly increase efficiency.The specific division of labor is as follows,!How to Create a Classroom Scene With 3ds Max and Zbrush!How to Create a Classroom Scene With 3ds Max and Zbrush!How to Create a Classroom Scene With 3ds Max and Zbrush!How to Create a Classroom Scene With 3ds Max and Zbrush2. ModelingBefore making the medium model, we must first build a simple model to determine the approximate size and location of each object. The focus of this step is the accuracy of the overall proportion and position, so there is no need to spend too much time on the model.!How to Create a Classroom Scene With 3ds Max and ZbrushIn order to better grasp the position and size, you can find the perspective angle of the original painting by adjusting the position and field of view. At this time, create a camera and press c to call up the camera for easy matching.After the simple model is built, the next steps can be made according to the assigned tasks. The production process of the three representative models will be introduced below. I hope everyone will like it.3. Asset productionThere are a lot of assets in it, so here are a few to discuss the production process.Case 1: BroomMid-poly modelingThe manufacturing process of the mid-poly model is relatively simple, using a cylinder and a sphere to complete, making the broom simple and large.!How to Create a Classroom Scene With 3ds Max and ZbrushIn the process of making, pay attention to the overall wiring distribution of the model to be even, so that it can be engraved in zb later. High-poly model modelingAfter the mid-poly model is completed, the modeling of the high-poly is carried out. First, analyze the shape of the broom. The broom in life is generally not very regular and will have a messy posture, so the details of the broom wire will be relatively large.So when sculpting, I used the move brush to make a simple adjustment to the large irregular direction, and used the standard brush to simply make a rough sculpting.!How to Create a Classroom Scene With 3ds Max and ZbrushThe next step is to sculpt meticulously. At this time, I used the ClayBuildup and Standard brushes to depict the details. In some areas with larger cut surfaces, I also used the ClayPolish brush to make the edges cleaner.!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, use the CurveStrapSnap brush to pull out the rope on the broom, and then adjust the shape to make it more suitable for the shape of the broom wire, so that the entire high-poly modeling is completed. Low-poly model topologyBecause the shape of this broom is relatively simple, it is also relatively easy when the topology is low mode. However, due to the large changes in the appearance of the high-poly model, the mid-poly model cannot be used for production, so I re-topped a low-poly model in TopoGun3.!How to Create a Classroom Scene With 3ds Max and Zbrush UV unfoldingBecause it is a single object, it is easier to expand the UV, and the model is symmetrical, which makes it more convenient to make textures. There are other models in the blank part of the UV in the picture below, which are not so big to avoid misleading, and the UV still maintains a high utilization rate.!How to Create a Classroom Scene With 3ds Max and Zbrush Texture makingFirst of all, each texture was baked in SP.!How to Create a Classroom Scene With 3ds Max and ZbrushNext, I used a shader similar to hair as the inherent color and texture.!How to Create a Classroom Scene With 3ds Max and ZbrushThen added a layer of color change and a layer of dirt on it to achieve the effect of distressing.!How to Create a Classroom Scene With 3ds Max and ZbrushThe part of the broom wire is basically completed, so I selected the line on the broom and gave it a unique color separately.!How to Create a Classroom Scene With 3ds Max and ZbrushThree fill layers are used here to give different colors, and only the intrinsic color and height channels are turned on. The next thing to do is the part of the broom handle. I first gave a wood shader a natural color.Then made some slight color changes on it.Finally, some cracks and dirt were added to enrich the effect.!How to Create a Classroom Scene With 3ds Max and ZbrushIn this way, the materials of the three structures of the broom are finished. The render is as follows.!How to Create a Classroom Scene With 3ds Max and ZbrushCase 2: SchoolbagMid-poly modelingThe modeling is mainly based on the grasp of the proportion, and the main shape and size of the low-poly model are made through the reference of the original painting.!How to Create a Classroom Scene With 3ds Max and Zbrush High-poly modelingFor the production of the high-poly model, I used ZBrush to carve some parts to make it more like leather. In fact, the production of the high-poly model is relatively simple. For most of the details, I prefer to make it with Substance Painter. The advantage of making in Substance Painter is that it is convenient and quick. There are many ways to make models that are not limited to just one.!How to Create a Classroom Scene With 3ds Max and Zbrush Material productionIn order to save UV, before importing Substance Painter, I chose to put together a few small objects to make. Here I mainly explain the production of leather schoolbags.First, you can make small screws with normal thread to make the high model rich, and then give the background color to make damage.!How to Create a Classroom Scene With 3ds Max and ZbrushSecondly, the details are further perfected. The leather itself is not particularly smooth, so the unevenness of the leather should be made.!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, in order to better integrate with the scene, it is necessary to make the schoolbag dirty and dust more obvious, which will be more abrupt when viewed alone, but for the overall scene, the details of a single object can be appropriately made more obvious, so that it will not be particularly flat in the scene. !How to Create a Classroom Scene With 3ds Max and ZbrushCase 3: Desks and ChairsIn addition to the atmosphere, the walls and floors of the scene, all kinds of objects in the classroom also need to conform to the atmosphere. Take the desks and chairs that occupy the most space for example. The main difficulty in making is how to integrate the color of the texture into the atmosphere. Since the model of this object is simple to make, I won’t repeat it here. The specific operation process of the map is as follows (due to the similar process, only the table is used for display),First, we create a filling layer, and create a natural color based on the color and material of the table and chair in the original painting.Add a fixed shaderFill the metal part with gray that is similar to the metal color of the original image and then adjust the metal degree and roughness. Add dark and bright stains;Create a fill layer, right-click to create a filled black mask, add a fill, and select the dirty trace below.The effect after adding dirty marks is as follows,!How to Create a Classroom Scene With 3ds Max and ZbrushAdd wood grain strength and metal roughness.Create a fill layer, right-click to create a filled black mask, add a fill, and select the dirty trace below.Add different basic colors to the filling layer to create a staggered effect of wood grain colors, and select penetration for the blending mode.On the metal side, you can choose to add dirt again or directly make the final effect. The effect after this step is completed is as follows:!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, add a layer of shabby dirt that matches the atmosphere of the classroom.Create a fill layer, right-click to create a filled black mask, add a generator, and select the generator below.Parameter selection (wood grain)Add sharpening to the metal, create an empty layer, right-click to add sharpening, and the sharpening intensity is 0.5.Then add dirt, create a fill layer, right-click to create a filled black mask, add a generator, and select the generator below.Parameter selection (metal)The final effect after adding is shown in the figure:!How to Create a Classroom Scene With 3ds Max and Zbrush RenderingThe software used in this rendering is the eight monkey engine, which has a good display of the effect of the light map. Before importing the file, you need to unify the HDR environment used by the sky option in the eight monkeys with the environment used by the sp software to make the material. The environment used this time is panorama.!How to Create a Classroom Scene With 3ds Max and ZbrushAfter importing the model, paste the corresponding texture map. In order to make the subsequent lighting effect better, we reduce the intensity of the ambient light and use a pure color for the background.!How to Create a Classroom Scene With 3ds Max and ZbrushThe next step is lighting. Three lights were used this time, which were illuminated into the house from three different angles.!How to Create a Classroom Scene With 3ds Max and ZbrushThe simulated indoor light on the right side uses a yellowish warm light source. Through the adjustment of the illumination direction and angle, the indoor objects can be projected to conform to the environment atmosphere. Under the light shape option, adjust the shadow parameters to make the outline clear and the details more detailed.!How to Create a Classroom Scene With 3ds Max and ZbrushThe parallel light used on the left is irradiated from the window. It uses a light source with a cooler tone, which is in contrast with the light source on the right. This time we slightly increase the shape parameter to make the shadow edge slightly blurred.!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, we open the GI, slightly adjust the color curve under the camera option, darken the dark part, and brighten the bright part.!How to Create a Classroom Scene With 3ds Max and ZbrushThen start rendering, and the final effect is as shown in the figure:!How to Create a Classroom Scene With 3ds Max and ZbrushThank you very much for taking the time to read to the end of the article. I hope that the sharing of this tutorial can be helpful to you.
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2021-08-27
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