3ds Max Tutorials: Semi-realistic 3D Game Scene Interior Production Sharing (1)

3ds-Max-Tutorials-Semi-realistic-3D-Game-Scene-Interior-Production-Sharing

Fox Renderfarm, as the best 3ds Max render farm and cloud rendering services provider in the CG industry, the tutorial we shared for you this time is from the 3D artist Thepoly, on how to use 3ds Max and Maya and other software to make a semi-realistic 3D game scene interior production process.

This project uses the standard PBR process, using 3ds Max to complete the basic model building, and determine the object scale. Complete high poly carving in ZBrush, topology in Maya, baking in Marmoset Toolbag 3, Substance Painter to complete the production of PBR materials, and finally use Marmoset Toolbag 3 for rendering.

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Production process

The production is divided into three parts:

  • Modeling
  • Material production
  • Rendering

Modeling

Before production, determine what materials, what objects are in the scene, and the overall ratio, and then determine the production order according to the ratio. Most of the scenes are walls and stones and wooden furniture, so they are the key part of the production.

Quickly build up their approximate proportions in 3ds Max.

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Complete the medium polygon model

After establishing the proportion of large objects, continue to build down the remaining objects in the scene. And further, enrich the details of the model. There are a lot of repetitive objects, just make a few different shapes. This does not seem to be too repetitive.

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Taking the above book as an example, many different types have been produced, which can reduce visual duplication.

There are two fabrics in the scene, here is a pillow as an example,

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

This product uses the cloth calculation that comes with 3ds Max. The specific process is as follows,

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Create blocking objects,

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Create a pillow basic model (the higher the number of segments, the better the simulation effect, but it also stuck).

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Squash and find the fabric in the modifier,

Analog computing

3ds-Max-Tutorials-Semi-realistic-3D-Game-Scene-Interior-Production-Sharing

Finally, get a simple pillow model. (The folds of the fabric should be sorted out, the above is a simple demonstration. The curtains are the same, MD may have better results)

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Next, import the model into ZBrush for sculpting.

Carving High Poly

Take the wall and stone of the house as an example:

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

After importing the medium-surface model into ZBrush, it is because of the irregular shape of the stone. You can use Dynamesh in geometry editing to edit the model.

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

The No.1, No. 2, and No.3 brushes are used for large-scale carving of stones. The No. 4 brush adjusts the shape to prevent insertion. Finally, the No.5 and No.6 brushes flatten some edges and corners to make the structure hard. Thus reflecting the texture of the stone.

The big idea of the wall is the same. Finally, use the noise in the surface, adjust the curve and noise ratio, etc. to simulate the graininess of the wall and the stone surface.

3ds Max Tutorials Semi-realistic 3D Game Scene Interior Production Sharing

Finally, add some details such as cracks and bumps to enrich the picture. Use the No. 6 brush mentioned above and press it again to achieve better results. (This part of the production reference is very important)

Now follow the best cloud rendering services provider and 3ds Max render farm, Fox Renderfarm, to the next part: 3ds Max Tutorials: 3ds Max Tutorials: Semi-realistic 3D Game Scene Interior Production Sharing (2).

Welcome to join us

render farm free trial

Recommended reading


How to Render High-quality Images in Blender

2020-03-09


How to Render Large Scenes with Redshift in Cinema 4D

2019-10-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?

2019-04-15


Why V-Ray Render is Black in SketchUp And How To Fix it?

2019-05-07


How to Reduce Noise in Corona Renderer - Corona Denoising (2022 Updated)

2019-05-15


What is the difference between pre-rendering and real-time rendering?

2020-09-08


How the Redshift Proxy Renders the Subdivision

2018-12-28


Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software?

2020-01-16


Partners

Interested

Rainy Scene Performance of Building Exterior
Rainy Scene Performance of Building Exterior
The best cloud rendering services provider and GPU & CPU render farm, Fox Renderfarm will share with you a good 3D tutorial to make rainy scene.This is a rainy scene performance of building exterior, from 3D artist Han Shilin. The software used is SketchUp, 3ds Max, V-Ray for 3ds Max, Photoshop, and Substance Painter, etc. How to be "realistic"?"Realism" doesn't just give each material a very accurate parameter that can be applied to any environment, so that it can render a very realistic effect. It also refers to realistic performance = according to your own visual experience, controlling parameters to make the map in line with expectations.The difference between the two understandings is that the former has no control and expectation of the final result, and is based on the idea that "parameters are correct.". Reference The reference picture is very important, this is an expectation of the final effect, such as light and shadow, atmosphere, composition. And it is recommended to combine all the reference pictures into one plate.!Rainy-Scene-Performance-of-Building-Exterior 1In order to show a sense of tranquility and quietness, a darker, rainy weather was set. The architectural details of this scene are not many, the atmosphere of light and the treatment of the ground part are very important. ModelingGrasshopper makes the appearance, imports SketchUp to make the main body of the building, and then imports into 3ds Max, and rendered with V-Ray. The process is very simple. The important thing is to do a good job of layering, otherwise, it will become more troublesome when importing into 3ds Max.As for the composition, a very low angle was used, as much as possible to expose the ground material and the wider sky. TextureThe main body of the building is far away from the lens, so only ordinary materials are needed, and the texture of the materials can be maintained. Taking the skin material as an example, the rest of the building materials are very basic.!Rainy-Scene-Performance-of-Building-Exterior 2Sidewalk and road eaves: indoor concrete texture package, because there will be a lot of dirt in the outdoor scene, so the concrete texture and the dirt texture are mixed together. The area in the close shot is relatively small, so the repeatability of the material is serious. Since it is a rainy scene, the roughness value is also very low.!Rainy-Scene-Performance-of-Building-Exterior 3PS. The main building can be modeled in SketchUp and then imported into 3ds Max. The environment and settings of the scene are best created with 3ds Max because the SketchUp model will have some problems when imported into 3ds Max, such as the UV will be messed up.Performance details (Substance Painter draws some textures)From the perspective of the camera, the pavement greatly affects the picture, so its material is very important. You need to import this pavement into Substance to draw textures.Import the mesh file that needs to draw textures into Substance Painter.!Rainy-Scene-Performance-of-Building-Exterior 4Remember to turn off the channels other than the natural color when drawing the natural color map. After drawing the natural color map, create a new layer and draw the bump.!Rainy-Scene-Performance-of-Building-Exterior 5Then you can add some standing water to both sides of the road.!Rainy-Scene-Performance-of-Building-Exterior 6There are many ways to draw. One of the simpler methods is to add a material to adjust a very flat height and then apply it several times with a dirt brush to get a better random effect. Because what to do is a rainy scene, there is no wet feeling. So adjust the level of the roughness layer.!Rainy-Scene-Performance-of-Building-Exterior 7One thing to note is that if you want to get the same effect in 3ds Max as in Substance Painter when importing the texture, adjust the blur to 0.2. For sharper effects, lower it. In addition, the imported map gamma needs to pay attention to, the map color of the natural color is selected automatically, and the rest are all 1.0.!Rainy-Scene-Performance-of-Building-Exterior 8Then it is relatively simple work and found some model-rich scenes from Evermotion's model library.Such as the middle and lower left cars. After that, I used V-Ray rendering in 3ds Max, and finally adjusted it in Photoshop.Fox Renderfarm hopes it will be of some help to you. It is well known that Fox Renderfarm is an excellent cloud rendering services provider 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!
More
2020-01-15
How to Make A Tomahawk in 3ds Max
How to Make A Tomahawk in 3ds Max
1 month rendered in 2 hours, the fastest GPU & CPU cloud rendering services provider and render farm, Fox Renderfarm still shares with you 3ds Max tutorials, how to make a tomahawk in 3ds Max. IntroductionHello everyone! What I want to share with you today is to use 3ds Max to make a tomahawk and share some skills and techniques used in the production process. This is a relatively basic tutorial, including modeling, sculpting, pbr texturing. ConceptThis tomahawk was inspired by a weapon concept image in "World of Warcraft". It looks cool and looks very beautiful. So I want to make it into a 3D version in my own way.In the concept drawing, I first observed the outline of the front and side and modified some details. These main structures are very important for making the model. We can see the white and black side profile in the figure below. The black is obviously more three-dimensional than the white.!How to Make A Tomahawk in 3ds Max ModelingFirstly, I split the model into three parts, the handle, the main body, and the axe body on both sides. Each part is modeled in the most suitable way, and then merged. This part is very easy and simple to make this type of mode in 3ds Max.!How to Make A Tomahawk in 3ds Max!How to Make A Tomahawk in 3ds Max!How to Make A Tomahawk in 3ds MaxThe axe body on both sides of the battle axe is very important, so its shape is very important. The thread exists for structure, so please add enough thread at the turning point, and pay attention to the thickness of the axe since it needs to have layers. Models that can be made separately, please make them separately. Use as few faces as possible, and make transitions as smooth as possible.!How to Make A Tomahawk in 3ds Max UVsUV production can be divided into four parts,- Plane projection: put the messy uv in a box.- Dismantling: adjust the UV without stretching and saving space.- Operation: solve stretching.- UV placement: a. The UV of objects with a larger model can be enlarged, and the UV can be reduced if there is less texture information; b. Try to optimize the UV space, and then the seams.!How to Make A Tomahawk in 3ds Max TexturingNow that the model is complete, we can start making textures. Firstly, I filled in the background color. For example, If the overall concept map is blue, fill it with blue. If the overall concept map is red, fill it with red.!How to Make A Tomahawk in 3ds MaxWe can use the concept map for reference. As the background color, don't use too dark or too bright colors.!How to Make A Tomahawk in 3ds MaxThe next step is to create a hand-painted texture. There is a concept map for reference, just follow it to draw it. When drawing, pay more attention to the light source. I want it to look like a cold light source illuminates from the upper left, so that it can have a good sense of volume. In this step, large blocks of colors and changes need to be drawn, and no details are needed.!How to Make A Tomahawk in 3ds MaxNext is the details. It should be noted that no matter what we draw, such as bandages, decorations, and bumps on the handle, we need to pay attention to the sense of volume.!How to Make A Tomahawk in 3ds MaxFinal effert:!How to Make A Tomahawk in 3ds Max
More
2020-11-23
How To Make An Ancient Warrior Using ZBrush And 3ds Max(1)
How To Make An Ancient Warrior Using ZBrush And 3ds Max(1)
Fox Renderfarm, the best cloud rendering services provider and render farm, will bring you a tutorial from 3d artist Mars on how to use ZBrush and 3ds Max to make an ancient warrior. Mars will use ZBrush and 3ds Max to make a character of a Japanese samurai and talk about some of the problems encountered in the production process. The whole production is divided into five parts: Introduction, 3D Modeling, UV, Texturing and Rendering.!How To Make An Ancient Warrior Using ZBrush And 3ds Max IntroductionThis Japanese samurai production case specifically used 3ds Max to make the initial model, ZBrush and 3ds Max combined to complete the high polygon sculpting and production, Marvelous Designer to make the cloth, Substance Painter complete the texture, and finally to use Substance Painter for rendering. ReferenceWhen creating a 3D artwork, whether it is realistic or stylized, preparing reference materials is one of the most important parts of the process. After seeing a samurai picture, I decided to make it into my own version and split some elements in the picture. You can see that the samurai in the concept map is mainly armour, and there are many weapons on his body. However, this armour's texture colour is relatively single, and the original painting only has the upper part of the display, so a lot of references must be found.!How To Make An Ancient Warrior Using ZBrush And 3ds MaxThe following is part of the reference pictures found when making samurai armour. Divide the model into different materials, find the corresponding reference, and create the corresponding folder to facilitate subsequent search and use.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -10 Character modelingFirst of all, according to the samurai drawing, I used a basic body model to modify, and may quickly adjust the character's body proportions, shape and movements.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -9After making the basic things, I started to build the equipment in 3ds Max. There are three points to note:1. The size and proportion of the model.2. Some structures need to be extruded to make changes in the shape, and the edges of the model should be chamfered so that the edges do not look particularly sharp.3. Group according to different parts, and the naming and grouping of these models are clearly organized to facilitate the subsequent production management.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -16After the basic proportions of the body are determined, you can make equipment for the character. Samurai equipment has sub-hard structure equipment, such as helmets, shoulder armours, weapons, etc., which can be built directly in 3ds Max. For other items like clothing, pants, etc. I plan to make them through Marvelous Designer. The pants and clothing calculated by Marvelous Designer will be more natural. You can adjust the details of the folds of the clothes through ZBrush later.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -14Finally, combine all the things in 3ds Max to place and adjust the model together. When making the model, you need to pay attention to restore the shape and outline silhouette in the reference picture as much as possible.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -11After the production of these basic models is completed, I first set up the models to facilitate subsequent production.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -4For some hard-surface models, such as breastplates, the previous models are made more refined through some plug-ins or adding wires. However, it should be noted that try not to destroy the original structure of these models, but only add modifications to them. For things like clothes, it is best to put them into ZBrush for sculpting.Here I use pants as an example. First, I export the fabric checked by Marvelous Designer to ZBrush for sculpting, adjust the details, and then split the UV of the model through GUV tiling, and make textures on the pants through the noise.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -19The intensity can be increased appropriately in ZBrush because the damaged details will be weakened when the normals are baked. My approach is to create a new layer to draw, and at the same time, I need to open the transformation target and open the storage transformation target.In this way, the strength of the texture can be adjusted as a whole to facilitate the modification, and the unsatisfactory parts can be restored by restoring the brush later.I need to adjust the number of faces of the model to create a low-polygon model for matching and baking with the sculpted model, so a low-polygon model can be directly adjusted and produced in 3ds Max. It is important to note that some concavo-convex structures can be made by baking, so some structures in the model can be directly deleted, and all the lines that the structure are deleted, which is the largest reduction in the number of models. Part of the sculpted model needs to be made by surface reduction in ZBrush or topology with TopoGun. The production of low-polygon models requires the number of faces to be as few as possible, the position of the line is reasonable, and there should be no more than quadrilateral faces.In part 2 of this tutorial, we’ll be going over the rest of the details of the production process.
More
2021-07-02
  • Foxrenderfarm

    Powerful Render Farm Service

  • TPN

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com

    Connect with Us

Fackbook Customer Reviews