A Sharing of the Process of Copying the Scenes of Uncharted: The Lost Legacy

In this article, the best CPU & GPU render farm service provider, Fox Renderfarm, will share with you the whole process of creating scenes of the Uncharted: The Lost Legacy by a team of students studying 3D art. The team, which consisted of six people, had no experience and encountered a lot of difficulties as it was their first time working on a set, but the final result was good.

Final result:

Copying the Scenes of Uncharted The Lost Legacy 1

Copying the Scenes of Uncharted The Lost Legacy 2

Part 1. Reference and Task Allocation

This scene was created using the PBR (Physically-Based Rendering) process, using 3DS MAX for the frame and base, ZBrush for the high poly model sculpting, Substance Painter for the textures, Photoshop for the materials and Marmoset Toolbag 3 for the final rendering.

As it is a multi-person collaboration, assets need to be allocated upfront, and the scene assets are divided into 5 parts by analyzing the original paintings:

  1. Principal object and vegetation;
  2. Pillars & Grounds;
  3. Side fences with canopies and props;
  4. Top wall;
  5. Dome and set decoration.

They completed these tasks separately first and then combined them in the correct proportions. To ensure that all the proportions remained correct, they first built the whole scene using a simple model.

Copying the Scenes of Uncharted The Lost Legacy 3

Part 2. Modeling & Sculpting

The Main Part: The stone elephant is the most important object in the scene. I first used 3DS MAX to create the Blockout and then went directly into ZBrush for high poly modeling. The difficult part of this process was the physique of the statue and the decoration of the body.

Pillar and Ground Sections: Using 3DS MAX to create the stone pillars and ground. The stone pillar and the ground are the parts of the scene that take up the most space. The stone pillar also determines the height of the scene, so the pillar needs to be carefully compared with other objects in terms of scale to get a relatively accurate size. The floor is made up of many bricks and is relatively simple, so making the floor was relatively easy.

Side Fences and Canopies and Props Sections: This part of the model was all made using 3DS MAX. The important thing about the fence section is the dimensions. As the fences need to be attached to the stone columns, the length of each different fence has to be analyzed.

The Dome and Scene Decoration Sections: the Dome and Scene Decoration Sections: they were made in 3DS MAX throughout, with the size of the dome model determined by the frame and the smaller statues sculpted directly in ZBrush.

Copying the Scenes of Uncharted The Lost Legacy 4

Most of the high model production is sculpted in ZBrush. For some simple fragmented models, the high poly models were first made in 3DS MAX and then the details were sculpted in ZBrush. As some of the models in the scene have a large number of patterns on them, these are sculpted.

Stone Statue Sculpting:

Copying the Scenes of Uncharted The Lost Legacy 5

The most important thing about the stone statue is the proportions. The head is separate from the limbs to make it easier to adjust the proportions. The hand prop is made in 3DS MAX, when making the hand you need to pose the way you want, a separate model is easier to adjust (you can take a photo of your own hand for reference). PS: Be sure to pay attention to the accuracy of the scale of the model.

Pillar and Other Props Sculpting:

Copying the Scenes of Uncharted The Lost Legacy 6

Copying the Scenes of Uncharted The Lost Legacy 7

The models sculpted in ZBrush, they are made with so much detail that the number of faces of the model is very large:

Copying the Scenes of Uncharted The Lost Legacy 8


In order to make the final integration smooth, they need to create a clean topology of the model and in order to have a perfect topology, a lot of patience is needed to achieve the best model with the minimum number of faces.

There are a few points to note:

  1. Make a little more face number of external surfaces and not to make some small internal structures.

  2. Try to make the wiring as neat and easy to modify as possible.

  3. Minimum face number!

Copying the Scenes of Uncharted The Lost Legacy 9

For this kind of cylindrical model you can just adjust it in 3DS MAX, deleting the extra lines that do not affect the structure.

Copying the Scenes of Uncharted The Lost Legacy 10

After subtracting the excess lines and surfaces it is time to work on the UVs. The most important thing is to make the UVs of the models in the visual center and those with a lot of details larger, in order to ensure that the textures are clear. After this, the most difficult part is the baking of the normal maps, which will affect the rendering results.

Copying the Scenes of Uncharted The Lost Legacy 11

Part 3. Material Production

The materials were made using Substance Painter and Photoshop, but the majority of them were made using Substance Painter. The main materials are stone and brass.

Copying the Scenes of Uncharted The Lost Legacy 12

Copying the Scenes of Uncharted The Lost Legacy 13

The materials are divided into several parts, and if you get the basic materials right, there will be no major problems with the rest, and the final render will not be bad.

1. Basic Materials:

The basic materials are the most crucial, if the basic materials are not done well, then a lot of things are wasted. The basic materials need to be distinguished from the textures, such as it is iron, bronze, wood, painted metal, stone, etc. The role of the material is to give a sense of the texture of the model.

2. Surface Wear

To create traces of use of the material, some wear and tear bumps are added to give the model the look of time.

3. Relationships

Pay attention to the relationship between objects and objects. Make the area where the two parts link a little more natural, and also highlight the volume of the model.

4. Roughness Variation

The same thing with different variations of roughness will make the prop material more realistic and rich.

5. Stains

The main purpose of stains is to show the detail of the object and also to emphasise the relationship of the object. Everyone's habits are different so it's not always the best approach. Making materials is still quick. Volume, roughness variation, texture and detail are like painting. You need to know how they relate to each other in order to create small details.

6. Rendering

Copying the Scenes of Uncharted The Lost Legacy 14

For the rendering they used Marmoset Toolbag 3, and there are some things to be aware of in terms of lighting. For example, the lighting should not appear in places too dark and try to make the subject as bright as possible.

A three-point light source is not really just three lights, a three-point light source is three things:

  1. Primary light source
  2. Auxiliary light source
  3. Backlighting

There are several lights in each of these three points. As in the case of auxiliary light; we see a white reflector in addition to the light from the sun when taking photographs. The auxiliary light serves to make a natural transition between dark and light areas, and also to reflect the details of the dark areas, so the auxiliary light source is equivalent to a reflector. But when rendering the light you can play more lights to illuminate the dark parts, not just one light alone.

Backlighting is actually contour lighting, it's all about making the outer contours come through. The way to do this is to put it on the back, and this can be done by trying to add a couple of spotlights to brighten up the important areas.

In addition to this, you can also vary the colour of the lighting to give a contrast between warm and cold scenes, or to create atmosphere. For example, if you want to highlight the subject, then add a warm light above the subject thus giving it a little color change.


That's all the information about the production of the scene of Uncharted: The Lost Legacy that the leading cloud rendering service provider, Fox Renderfarm has shared with you. We believe that anyone who encounters difficulties and then solves them will definitely keep moving forward. Thank you for reading!

The final result:

Copying the Scenes of Uncharted The Lost Legacy 15

Welcome to join us

render farm free trial

Recommended reading

How to Render High-quality Images in Blender


How to Render Large Scenes with Redshift in Cinema 4D


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


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


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


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


How the Redshift Proxy Renders the Subdivision


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




How to Make High-precision Models For Motorcycle Tire Patterns And Wheels  in 3ds Max and Zbrush(1)
How to Make High-precision Models For Motorcycle Tire Patterns And Wheels in 3ds Max and Zbrush(1)
In this tutorial, Fox Renderfarm, your TPN-Accredited cloud rendering service provider and render farm, will bring a set of vehicle model making skills. This article mainly explains how to use 3ds Max and Zbrush to make high-precision models for motorcycle tire patterns and wheels to help you improve the quality and efficiency of the vehicle model. High Poly Effect!3ds Max - Tire 1!3ds Max - Tire 2The overall process of the case:This case is a series of motorcycle production tutorials. In this tutorial, only the high poly parts of the tires and wheels are included. The outline of this tutorial is as follows: Outline1. preliminary preparation in 3ds Max and mid poly manufacturing of tire2. Introduction and installation of the plug-in Radial Symmetry3. Production of tire patterns and brake pads4. Boolean operation tire pattern in Zbrush Production process Preparation!3ds Max - Tire 31. Collect reference pictures;!3ds Max - Tire 42. Create a 1:1 background board of reference picture in 3ds Max, and put the center point of the tire on the origin (0.0.0), which is convenient for model symmetry;!3ds Max - Tire 5!3ds Max - Tire 63. Start to build the mid poly of the tire base. The production starts from the basic ring, adjust the inner and outer radius of the ring and the appropriate number of segments (Segments: 36, Sides16);!3ds Max - Tire 74. Process decomposition:Trous \ Edit poly \ Symmetry \ Edit poly card line \ Turbo smooth 2!3ds Max - Tire 7-15. The final effect3ds Max Plug-in, Radial Symmetry!3ds Max - Tire 8- Introduction: Radial Symmetry is a 3ds MAX modifier plug-in, which can do circular symmetry replication effect, make circular model symmetry, and the quantity adjustment is very convenient; - Installation instructions:(A) Close 3ds MAX(B) Copy the corresponding version of RadialSymmetry.dlm to the plug-in folder of 3ds Max. The default example is C:\Program Files\Autodesk\3ds Max xxxx\plugins(C) Open 3ds MAX, you can see Radial Symmetry in the modifier list- Functions: (A) Radial Axis: XYZ rotation axis, this function is very important, most of the effects are adjusted here;(B) Radial Count: Number of copies(C) Smooth Seams: smooth seams(D) Quad Seams: Four-sided seams, less used(E) Mirror: double mirror- Production of tire patterns, wheels and brake padsA. Tire 1 pattern!3ds Max - Tire 91. Use the topology tool to draw the pattern model, pick the tire high poly , use the Strips tool to draw the model based on the surface; the pattern is based on the reference picture;!3ds Max - Tire 102. Draw pattern graphics \ shell \ pull \ symmetry \ turbo smooth \ ring symmetry;3. Circular symmetry: z-axis direction, Radial count: 10 pieces.B. Tire 2 pattern!3ds Max - Tire 111. Extract two models from the tire model and edit to the shape above;2. Add shell\ Edit polygon, add grooves and holes \ symmetry \ Turbo smooth \ Circular symmetry (replicate 32 times)!3ds Max - Tire 123. Circular symmetry: z-axis direction, Radial count: 32 pieces !Zbrush - Tire 13Zbrush effectNote: At this step, the model has not been finalized, and it needs to be imported into Zbrush for details adjustment. It is necessary to merge the pattern and the tire into one model, and the edges do a soft transition to make the model appear more realistic;
How to Make High-precision Models For Motorcycle Tire Patterns And Wheels  in 3ds Max and Zbrush(2)
How to Make High-precision Models For Motorcycle Tire Patterns And Wheels in 3ds Max and Zbrush(2)
In this tutorial, Fox Renderfarm, your TPN-Accredited cloud rendering service provider and renderfarm, will still bring a set of vehicle model making skills. C. Wheel production!Zbrush - Tire 141. The production of the wheel: firstly outline the cross-sectional structure;!Zbrush - Tire 152. Add a lathe, an angle of 360, a number of segments of 60, and click on a subset to adjust the radius of the wheel;!Zbrush - Tire 163. Add symmetry to bilateral symmetry \Edit poly card line\ Turbo smoothingD. Brake pads!Zbrush - Tire 181. The idea of making brake pads: use 2D graphics (star and round) and use 2D Boolean tools to adjust the graphics;2. Process: large-scale adjustments \ add circular hole \ circular copy \ extrusion thickness!Zbrush - Tire 193. The final extrusion effect: before importing Zbrush, the model needs to be converted to poly, so that the model will not appear broken;E. Spoke structure!Zbrush - Tire 201. Use the spline to make a spoke, and replicate it according to the reference picture;!Zbrush - Tire 21!Zbrush - Tire 222. Select the spline to display the solid model: add Edit poly\ and turn to poly3. The final effect in 3ds Max. Boolean operation pattern and drawing in Zbrush!Zbrush - Tire 231. The whole model is imported into Zbrush in the form of obj or GoZ;2. Create a tire folder; select the sub tool under split \ split by group; select the difference pattern; open the preview of Boolean rendering;!Zbrush - Tire 253. After the preview effect goes well, select the gear icon of the tire folder, the Boolean operation folder, and generate a new Boolean model;!Zbrush - Tire 264. Dynamesh: the resolution can be set to 1024 or 1280, the higher the resolution, the finer the model;!Zbrush - Tire 275. Mask: According to the characteristics, the mask will be generated according to the edge of the group, the mask will be expanded once and blurred once;!Zbrush - Tire 286. Inversely select the mask and select the lower polishing command. The value should be 2-3. If you want the edge to be softer, you can polish twice.!Zbrush - Tire 297. Add pattern details; select the groove brush; click x key to turn on symmetry; turn on the R ring symmetry value to 10; increase pattern details;!Zbrush - Tire 308. The final effect of the first pattern;!Zbrush - Tire 319. The operations of the second pattern are the same as above. Note: the Boolean operation needs to select a collection and merge the model into a whole. The next steps are to dynamesh, polish, use the groove brush to increase the pattern details;!Zbrush - Tire 3210. The final effect of the tire!Zbrush - Tire 24
"Coffin Dance" Produced by Peru Animation Studio According to Ghana’s Dancing Pallbearers(1)
"Coffin Dance" Produced by Peru Animation Studio According to Ghana’s Dancing Pallbearers(1)
Speaking of the most popular online clips in recent times, it must be "Ghana’s Dancing Pallbearers". This time, the powerful and affordable cloud rendering services provider and render farm, Fox Renderfarm will bring you an artwork "Coffin Dance" produced by Peru animation studio according to Ghana’s dancing pallbearers. The six Ghanaians are wearing suits and dancing magical dances at the solemn funeral. The strong contrast always makes people laugh unconsciously. After their dance was posted on the Internet, it quickly swept across social platforms such as FB and Instagram, triggering a large number of imitations by netizens.!Ghana’s Dancing PallbearersLoopit animation, an animation studio from Peru, took the film as inspiration to create an extremely eye-catching 3D animation, which caused a topic in the animation field. The founder Marsha Pavlich was interviewed and talked about the secret behind the production of the work and mentioned the creative workflow of the studio.Marsha Pavlich is from Peru and is 32 years old. He is a professional animator. In addition to animation, he also loves cats, cooking, and games. In 2017, he co-founded Loopit Animation, an animation studio with his partner Piero Vallebuona. The studio’s main businesses include 3D and 2D animation creation, film and television post-production and visual effects development. It is a cross-disciplinary team capable of executing various animation techniques.Software used:3ds Max、After EffectsCould you tell us something about the Coffin Dance?Marsha Pavlich: Our studio is a long-term partnership with another animation studio in Peru, Studio Uku. When we saw the popular "Ghana’s Dancing Pallbearers" clip on the Internet, we immediately wanted to make this clip into a 3D version. We believe that this clip not only has unique black humor, but it also conveys a message that it is important to keep your body healthy in the context of this virus pandemic.In order to convey the message of the short film, the animation itself must be easy to produce, short and interesting in order to attract the attention of audiences on social platforms such as Instagram and TikTok. The style of the short film is inspired by Max Fleischer's work. His work is charming and easy to design in 3D. However, even if you are creating in the comfort zone, you still pay attention to some details during production. For example, when creating cyclic character dynamics, we use a rubber hose animation style as the basis to simulate actions similar to the popular clip.!Coffin Dance -Clay!Coffin Dance CG Artwork
  • 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