3ds Max Tutorials of “God of War 86''(2)
Continue the 3ds Max Tutorials of “God of War 86”(1), the fastest GPU and CPU cloud rendering services provider and render farm, Fox Renderfarm still share with you how to create "God of War 86" in 3ds Max.
Next, I will explain how I added some details by referring to the picture. First, analyze the original painting. we can clearly see that in terms of the accuracy of the original painting’s model, it can only be regarded as a hand-held mecha. Many of the mecha details have not been made. The following is an analysis of the reference I found.
We can see that the heads of these mechas all have a bumper similar to the head protection. So we can consider adding this detail to the head position when making the head.
In order to consider the rationality, I added a model similar to a retainer at the end of the protective bar and added some similar protective sleeves to reduce impact in the middle. Next, we continue to analyze the references.
On these mechas, there are obviously similar wires and small pipes interspersed on the model. This is what we want because these will make the mechas more accurate. So when I make these details, I also have to consider whether I was reasonable or not.
By constantly adding details, the mecha model is made to look a little more refined, and the presence of those parts looks real and reasonable.
I use the traditional way of making hard surface models and the Chamfer plug-in. The higher version of 3ds Max comes with a Chamfer plug-in, which will cut corners and card lines based on the distinction of smooth groups, which is very useful for hard surfaces making. This is a screenshot according to Chamfer:
It should be noted that in the From Smoothing option, we need to check the third Unsmoothed Edges option. In the Tension option, we also need to call up our desired edge between 1 and 0 according to the effect.
One more thing to note is that before using Chamfer, the smooth groups must be distinguished. All surfaces do not need to be connected to a quadrilateral, but there will be no problems if the lines are connected to a flat surface.
It can be seen that the effect of using Chamfer is very good, saving us a lot of working time, and improving work efficiency very well!
Low Polygon production is actually a very simple step. It just needs to copy a set of High Polygon models to reduce the lines on the model without affecting the appearance. Since this is personal work, there is no need to be too strict on the number of faces, and it can be relaxed appropriately.
The part 3 will be continued soon.
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