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

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Behind the Scenes: 3D Game Scene
Behind the Scenes: 3D Game Scene
Today, as the leading cloud rendering service provider, Fox Renderfarm will share a production process of a 3D game scene. This project uses the standard PBR process, and uses 3ds Max to complete the basic modeling, determines the proportion of objects. Finish sculpting in ZBrush for high poly, topology in Maya, baking in Marmoset Toolbag 3, finish making PBR materials in Substance Painter, and finally use Marmoset Toolbag 3 for rendering.!Behind-the-Scenes-3D-Game-Scene 1The production is divided into three parts:1. Modeling2. Material production3. Rendering ModelingBefore production, determine what materials, objects, and overall proportions are in the scene, and then determine the production order according to the proportions. Most of the scene in this scene is walls and stones and wooden furniture, so they are the focus of the production.Quickly set up their approximate proportions in 3ds Max.!Behind-the-Scenes-3D-Game-Scene 2Complete the medium face number modelAfter establishing the proportion of large objects, continue to build the remaining objects in the scene. And further enrich the details of the model. There are a large number of repeated objects, and several different shapes can be made.!Behind-the-Scenes-3D-Game-Scene 3Taking the above book as an example, many different types have been produced, which can reduce visual repetitions very well.There are two pieces of cloth in the scene. Here we take the pillow as an example,!Behind-the-Scenes-3D-Game-Scene 4This production uses the cloth calculation that comes with 3ds Max. The specific process is as follows,!Behind-the-Scenes-3D-Game-Scene 5Create blocking objects:!Behind-the-Scenes-3D-Game-Scene 6Create a pillow base model (the higher the number of segments, the better the simulation effect),!Behind-the-Scenes-3D-Game-Scene 7Squash and find the cloth in the modifier,!Behind-the-Scenes-3D-Game-Scene 8 Simulation!Behind-the-Scenes-3D-Game-Scene 11 !Behind-the-Scenes-3D-Game-Scene 9 !Behind-the-Scenes-3D-Game-Scene 12The end result is a simple pillow model. (The shape of the wrinkles of the fabric should be well organized, and the top is a simple demonstration. Similarly, curtains may have better effects).Finally in 3ds Max medium face model,!Behind-the-Scenes-3D-Game-Scene 13Next, import the model into ZBrush for sculpting. High Poly sculptureHere is an example of a house's walls and stones:!Behind-the-Scenes-3D-Game-Scene 14The medium face model was imported into ZBrush because of the irregular shape of the stone. You can use Dynamesh (dynamic mesh) in geometry editing to edit the model.!Behind-the-Scenes-3D-Game-Scene 15Brushes 1, 2, and 3 are used for large-scale carving of stones. Brush No. 4 adjusts shape to prevent penetration. Finally, brushes 5 and 6 are used to flatten some edges and corners to make the structure hard. Thus reflecting the texture of the stone.The big ideas on the wall are the same. Finally, use the surface noise, adjust the curve, and the noise ratio to simulate the graininess of the wall and stone surface.!Behind-the-Scenes-3D-Game-Scene 16Finally, add some details such as cracks and bumps to enrich the picture. Use the brush No. 6 mentioned above to suppress it again for better results.Take the wooden table as an example below, first determine the material to be carved, and then look for the corresponding reference picture. Because the wood in the scene is too old, you need to find some pictures of old wood when looking for reference pictures, for example,!Behind-the-Scenes-3D-Game-Scene 17The sculpting process needs to be combined with actual life, so as to achieve a more realistic effect. In this scene, the wooden table is a little bit decayed, so the edge of the table will not be made into a hard, right-angled structure, so when carving, you can use the brush to make the right-angled portion of the edge more rounded, so reflect the texture you want to express. With appropriate deformation, it can increase the visual impact more vividly (adjust the place with the Move brush a little).!Behind-the-Scenes-3D-Game-Scene 18 !Behind-the-Scenes-3D-Game-Scene 19The wood in the scene needs to have an old feeling, so cracks are a good way to show that the objects are worn out. At this time, you need to use the reference picture. For example, a crack on a window plate can be carved according to the crack in the reference figure. This can better and more realistically and quickly reflect the material.!Behind-the-Scenes-3D-Game-Scene 20 !Behind-the-Scenes-3D-Game-Scene 21 !Behind-the-Scenes-3D-Game-Scene 23 !Behind-the-Scenes-3D-Game-Scene 22The final High Poly display,!Behind-the-Scenes-3D-Game-Scene 24Low polygon model and bakingThe final low-poly model was reduced using ZBrush, and then imported into Maya for final low-poly model production. This can get Low Poly models faster, but the wiring will be relatively less neat. Note that it is important to distinguish between the smooth group and split UV where the angle is close to 90 degrees.!Behind-the-Scenes-3D-Game-Scene 26 !Behind-the-Scenes-3D-Game-Scene 25The final baking uses Marmoset Toolbag 3. 2. MaterialAfter baking all the normals and IDs, import Substance Painter to make the material. It is worth noting that the normals baked in Marmoset Toolbag 3 and Maya use Opengl mode in Substance Painter, and the normals baked in 3ds Max use DirectX mode. After successfully importing, bake the rest of the textures in the texture set-baking model textures.Wall material basic processFirst of all, we make the natural color of the material, and the natural color layer can add filters appropriately to increase the details.!Behind-the-Scenes-3D-Game-Scene 27Add a dark color and use the Dirt generator. Partially unsatisfactory add a drawing layer to fix it. Add bright colors and color variations to create the approximate effect of wall decay. Here, it is mainly modified by hand-drawn layers. Continue adding color changes and roughness changes. Try to be as close to real effects as possible.Finally, you can add an adjustment layer to increase the brightness. The material made in Substance Painter should be imported into Marmoset Toolbag 3 and the brightness will be a bit lower than that seen in Substance Painter. The wall material production is complete.!Behind-the-Scenes-3D-Game-Scene 28And because the furniture in the scene should reflect the old feeling, the overall color is grayish and dark. The damage and abrasion are to reflect the original color of the wood, so the color saturation will be higher than the surface color.!Behind-the-Scenes-3D-Game-Scene 29 3. RenderingFinally, before importing into Marmoset Toolbag 3, you need to set up the lighting, the main light establishes the main light, and the auxiliary light supplements the light source to maintain the brightness of the picture. And to turn on high DPI and oversampling, turn on GI global illumination and AO environment occlusion.!Behind-the-Scenes-3D-Game-Scene 30The explanation of the production process of a 3D game scene is over. We hope this sharing will help you. Fox Renderfarm is an excellent CPU&GPU cloud render farm, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a $25 trial for new users.Source: Thepoly
Big News! 3ds Max 2021 Is Now Available
Big News! 3ds Max 2021 Is Now Available
Hey guys! You know? 3ds Max has updated the new version 3ds Max 2021.1. As the leading cloud rendering service provider, Fox Renderfarm, will check out the new features in the lately released 3ds Max 2021.1 with you together, including texture baking improvements, Arnold as Default Renderer, expanded PBR workflow capabilities, viewport, fluid and modeling tool enhancements.The feature-rich update is targeted at modernizing and upgrading performance for artist workflows across design visualization and media and entertainment disciplines. Bake to Texture:- Output now supports multi-tile UV mapping (UDIM)- Animated map outputs are now supported as well as multiple animated frames- Various usability improvements.Model courtesy of TurboSquid and their artist, Luke_Ahearn. Fluids:- The Fluid loader is now exposed so that object types such as particle systems can work with the data- The Velocity channel now reports correct information when not using meters as your default scene scale. This fix will enable motion blur in your renderer- PRT now supports a signed and unsigned integer values (via .ini change). Interactive Extrusion and Inset:- Users can now utilize a Shift+Drag (left mouse button) with the Move transform tool to extrude polygon component selections when using an Editable Poly or an Edit Poly modifier- Shift+Drag with the Scale transform tool now performs a polygonal inset action on selected polygon component selections when using an Editable Poly or an Edit Poly modifier- Clone/Copy actions are now performed with Ctrl+Shift+Drag when using the Move transform tool on the polygon component on and Editable Poly or an Edit Poly modifier. Viewport Improvements:- Depth of field now affects the environment map- Vignetting scale is now the same value as defined in the camera- Matte/Shadows material now work in the viewport- Each view can now have its own exposure, white-balance and vignette settings. Arnold Renderer:- MAXtoA 4.0.4- AOV token system- Animation support for Alembic- Increased shader spinner accuracy- Bake to Texture support for projection of normals from high to low resolution, normals spaces, and Mikkt. Enhancements and Changes Weighted Normals Modifier Now includes support for multi-threaded processing to enhance speed and performance when performing calculations as well as other stability improvements. Explicit Normals Preservation for Mesh Applying an Edit Mesh modifier no longer invalidates explicit normals, nor do the following actions: Attach, Detach to Object, Detach to Element, Clone to Object, Clone to Element, Detach as Clone to Element. PBR Material Both PBR materials now support displacement. Shared Views Shared Views now supports Physical material. SketchUp Model Importation There is improved handling of internal edge visibility, improving the imported mesh quality, and SketchUp 2020 models are now supported. Slate Material Editor The Slate Material Editor now pans and zooms smoother and faster when using a 4k monitor. In addition, the Search field has been improved to perform global search through all materials and maps in the editor. For example, if you were searching for the Advanced Wood map and typed "wood," the old search would not find it but now it will. Render Output Size HDTV resolution of 1280 x 720 is the new default output size. UDIM DisplayWhen you work with UDIM, you are now able to view all textures in the viewport when using the Bitmap Lookup OSL shader, instead of just viewing one as when using the Multi-Tile map. User Defined Defaults Allows you to set your own default values for ParamBlock2 supported spinner, radial, checkbox, or input field through MAXScript calls. Viewport Depth of field now affects the environment map, the vignetting scale is now the same value as defined in the camera, Matte/Shadows materials now work in the viewport, and each viewport can now have their own exposure, white-balance and vignette settings. ConclusionThese are all the update points of 3ds Max 2021.1. Let's make more good artworks with 3ds Max in the future! As a leading cloud render farm, Fox Renderfarm, will continue to bring you the latest news about 3ds Max. Thank you for reading!From: `http://help.autodesk.com/view/3DSMAX/2021/ENU/?guid=GUID-9C24A540-EDA3-4BE3-BBF6-EB5C005BE8CC`
3ds Max Tutorials: 3D Toilet Scene in Silent Hill (1)
3ds Max Tutorials: 3D Toilet Scene in Silent Hill (1)
Today your TPN-Accredited cloud rendering service provider, Fox Renderfarm will share with you a toilet scene made with reference to the horror and thriller game *Silent Hill*. The process is from the original painting to the 3ds Max model production, then to the texturing in Substance Painter, and finally the Marmoset Toolbag for rendering. Let’s have a look at the final effect:!3ds Max Tutorials 3D Toilet Scene in Silent Hill-8Software used: 3ds Max, ZBrush, Substance Painter, Photoshop, Marmoset ToolbagHow long does it take: one and a half weeks IntroductionThis is a personal project for practice, the purpose is to learn some new skills and improve workflow, and make your work better.In this project, the production is not so difficult, but the texturing and rendering took a lot of time. A lot of tests were carried out in these two stages, and the most perfect results were obtained. And through texturing in Substance Painter production and rendering with Marmoset Toolbag, the overall thrilling atmosphere of the scene is perfectly displayed, making people feel as if they are on the scene at a glance.The whole production process is divided into five parts: target, modeling, UV, texturing, rendering, etc. ModelingThe scene is based on the original setting of the game scene, so the model production is not too difficult. In the early stage, I first decide the angle of the scene, and then increase or decrease the number of model faces according to the distance from the scenes.First import the image into 3ds Max, build the entire room with simple shapes and then start adding props and details. For the smaller details, such as the breakage and cracks of the wall tiles, they are all made by Dam Standard brush, OrbFlatten_Edgeprotect, and Alpha.Part of the details after the carving is completed:!3ds Max Tutorials 3D Toilet Scene in Silent Hill-12!3ds Max Tutorials 3D Toilet Scene in Silent Hill-4!3ds Max Tutorials 3D Toilet Scene in Silent Hill-14 UVMost of the work in the UV part is relatively simple, and the most difficult part is the broken tiles and gravel falling from the ground.1. The small pieces are baked as much as possible in the post-production2. Reduce the number of faces of other models that are not part of the visual center3. Use the correct model resolution to make the size of the texture, etc.Follow the leading cloud render farm, Fox Renderfarm, for the next part: 3ds Max Tutorials: 3D Toilet Scene in Silent Hill (2)").
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