3ds Max Tutorials: Making of firearms(2)
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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.
In addition, we must ensure that Low polygon and High polygon match before baking, otherwise the baked NormalMap may encounter problems.
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.
If there is a problem with NormalMap, you can use some plug-ins to perform Normal transfer to solve the problem of NormalMap.
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.
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.
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.
Here, I mainly explain the production of the metal gun body part.
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.
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.
The picture below is the effect of the dark and bright colors we added, so will there be some color changes on our metal?
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.
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.
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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