V-Ray for 3ds Max Tutorial: How To Create a Sniper Robot
In this production, I will explain how to create a sniper robot using the hard surface of 3ds Max, and include the texture and shader process. Hard surface modeling is also applicable to a variety of mechanical models, the main software used are 3ds Max, Photoshop, V-Ray and so on.
Basic model
There is a general idea before the production, you can use the basic functions of 3ds Max to make a rough shape with a simple BOX, and adjust the shape and proportion on this basis. Be sure to adjust all of them before you start adding details. The order of this step is very important.
<p class=‘img-source’>Basic model after adjusting shape and scale
Once all the basic model shapes and proportions have been determined, you can add details to the large model on this basis. As for the more detailed places, you can adjust after the completion of the big block.
Detail
Now that the important parts of the model have been completed, you can add details to these locations. For example, cutting gaps, adding screws and things that are common on mechanical parts.
As shown in the image below, most of them use bevels, edge extrusion, chamfering, etc. The tangent at the edge must pay attention to the position of the line to achieve a smooth effect.
In this project, some 3ds Max TurboSmooth modifiers were used. TurboSmooth is used to make some smooth surfaces very easy to use, but also to keep the face on the model to a minimum, and can also effectively reduce the final rendering time, if you want the work more realistic and speed up the rendering speed, you can use a render farm, like Fox Renderfarm.
Making ammunition belt
This section is very simple, you can make a single model, then copy a few and group them into a group, and then use Path Deform Binding to transform. Here you can use the deformer to try to change the Rotation and Twist values to modify more shapes.
UV
For UV, UV splitting can be done depending on the color of the model and the different materials. The model is divided into six textures,including body, outer body, internal parts and joints, wires, tubes, small pieces, details, screws and weapons.
Lighting and materials
First set a scene of HDRI lights, a fill light, a yellow fill light, a blue point light source, and then baked an AO map.
Material
Make a texture in Photoshop:
- Draw a color layer for the theme
- Yellow details of the robot
- Use channels to increase rust details
- Make a peel on the robot paint
Finally, add some text and logo to the material, and finally use V-Ray to render.
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