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How to Convert 2D Concepts to 3D Firearms in 3DS MAX


First of all, as the best CPU & GPU render farm service provider, Fox Renderfarm will share with you the process of using 3DSmax and Substance Painter to make 2D concepts to 3D Gun models. This production mainly uses PBR (Physically based rendering) technology. The software used is 3DS MAX. If you are a beginner in 3DS MAX, you may encounter some problems when using 3DS MAX, then it is worth reading the following articles that can help you clear up your confusion.

How to Use 3DS MAX to Convert 2D Concepts to 3D Firearms

Then in the following content Fox Renderfarm will talk about how to bake normal ID and make the material with Substance Painter and in 3DS MAX high poly and low poly, finally rendering the effect.

First, let's take a look at the final result:

How to Convert 2D Concepts to 3D Firearms in 3DS MAX 1

This 3D gun refers to the works in the game "Call of Duty", is also a style of firearms that is very popular, not only in terms of shape, but also the production of materials are top works. The main color of this 3D gun is pure black, which looks very low-key, but still gives a bright feeling, because the performance is very realistic and gives a sense of metallic heft. It is rich in detail.

And we can very clearly see the difference in its roughness, highlighting, metallicity and other parameters properties. The various materials make the whole 3D gun look coordinated, and the texture of the metal is after a long time of use. Metal parts will also have fallen ash and wear. The overall style is still very much in line with the requirements of high-end games in our market now. At the same time we also look for other real firearms pictures to use as a reference to analyze the metal texture and the traces after use.

1. Modelling

Any gorgeous model is slowly outlined in detail with geometric shapes, so you can initially use only simple geometric shapes, it is important to know how to grasp the proportion, as well as splitting the structure. Some structures will be more complex to do as one, UV is also difficult to expand. We can divide the barrel, the body, the stock, and the magazine parts. There is a scope that can be done separately. After determining the shape, then go to each piece separately to add lines to outline the structure and refine.

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2. Optimization Modeling

In this part you have to pay attention that you need to try to produce all visible structures. Proportions are still important, and inaccuracies need to be fine-tuned. When it comes to the finer parts you must not focus on only one structure to do. Delay too much time in a structure, the final bulk may lead to overall incoherence.

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3. Modelling High Poly

You need to be careful not to let the high poly have a distorted surface as much as possible. The best line is a loop line. You can add the chamfer command in the model editor to adjust the softness of the line, and add the turbosmooth command, provided that the low poly is divided into smooth groups first. If the chamfer command does not work well and needs to be modified, you can also adjust it manually. Ensure the smoothness of the lines at the corners and reduce defects.

How to Convert 2D Concepts to 3D Firearms in 3DS MAX 6

How to Convert 2D Concepts to 3D Firearms in 3DS MAX 7

4. Modelling Low Poly

Low poly is obtained by reducing the number of faces by high poly. Some structures or lines that are very messy are not suitable to be reduced. You can use topogun to topology to get low poly, and then make adjustments in 3DSMAX. Try to make the low poly wiring neat, do not have a distorted surface, in order to facilitate future UV work, improve the utilization of UV.

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5. UV Unwrap Low Poly

Here you can see that the uvS are very fragmented, and there needs to make a certain gap between each uv, because the mapping is a pixel concept, if the gap is too small will lead to the interpolation of your mapping pixels, and it will be very difficult to deal with the location of the seams when drawing.

How to Convert 2D Concepts to 3D Firearms in 3DS MAX 9

Also need to pay attention to the placement of the uv, one is the spacing, one is the size of the ratio, the structure with a relatively large area, or the place with many details. You can enlarge the uv a little, so that the uv accounts for a larger area, the accuracy of the mapping is also increased.

6. Bake Normals

The normal line is equivalent to the high poly model, and there are many ways to bake the normal line, 3DSmax can do it, Substance Painter can also do it. We use Substance Painter to name the baked normals.

How to Convert 2D Concepts to 3D Firearms in 3DS MAX 10

The first thing to do is to match the high and low poly models inside 3DSmax to split the structure. Do not bake where the model is interspersed, or the articulation will have a serious black edge.

After splitting, naming. Similarly, the same structure of high and low poly models, the naming should correspond, for example, qiang_low corresponds to qiang_high naming suffix.

Low poly models are exported in FBX format, high poly models are exported in OBJ format. It is recommended to export in batches, because if the normals need to be modified, you can focus on that batch for modification and then pour it in, which is much more efficient than the whole export. Less waiting time.

Substance Painter baking normals: with average normals (average normals selected), the structure of the hover piece will be distorted, but the edge seams will be fine. The effect of using vertical normals (without average normals selected) is the opposite of average normals.

Sampling 4*4

After getting the two normal maps, use Photoshop to merge the UV selection maps: vertical normal - average normal, sorted from top to bottom. Select the selection map to reduce a few pixels and then enter the vertical normal to add a mask directly.

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7. Texturing

First, create several groups corresponding to the entire gun with several materials, then put a fill layer in each group to give a different color, and then add a color selection mask to the group and select the corresponding structure.

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Make each piece of structure has a basic formula, first make the basic material (base color), then make a bright dark color to highlight the volume of the heavy feeling (fill layer + black mask + generator), and then make bump, mottled, dirty, old, dust, scratches and other details.

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Now is time to export the mapping. Use the shortcut Shift+Ctrl+E to export the texture. And export Substance Painter's background scene image, because you will need it later.

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8. Rendering

Here we use the Marmoset Toolbag, but you can also use Fox Renderfarm for a faster cloud rendering. First import the model FBX file into the Marmoset Toolbag, then find the location of our Substance Painter mapping and the scene map, give the model a material ball, and paste our mapping on the right side of the Marmoset Toolbag. Click FlipY to flip it.

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Then select the image in Sky and choose the Panorama.exr environment image in Substance Painter, change the environment background to darker. You can also change the Mode to Color according to your personal preference.

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Then play two lights to illuminate the sense of volume, add sharpening inside the camera, adjust the curve. These can be set in the rendering menu.

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How to Convert 2D Concepts to 3D Firearms in 3DS MAX 18

Click Settings to set our picture size accuracy. In Image you can adjust the Width, Height and Sampling. The higher the sampling, the higher the precision of our image, but it means a slower output. Choose the output format. Just leave the rest as default. Click F11 to output the image.

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Above is all the explanation, now you can try it yourself to convert 2D concepts to 3D firearms. Maybe you also want to learn how to make the hard surface of firearms. Fox Renderfarm always provides you with first-hand news about 3D modeling and cloud rendering services. Thanks for reading!

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3ds Max Cloud Rendering Tutorials and Render Farm Recommendations
3ds Max Cloud Rendering Tutorials and Render Farm Recommendations
3ds Max is a 3D professional modeling software, animation and rendering application builder, formerly 3D Studio and 3D Studio Max, used to create 3D animations, models, interactive games and visual effects for the entertainment industry. 3Ds Max plays a big role in designing the 2D cross-sectional shapes of 3D models. It can bring characters to life by using a special feature called inverse kinematics that can connect the different components of a character together. So whether you are an architect, a product designer or an illustrator, using 3ds Max to create your projects is a good choice for you. The 3D models are usually converted to CGI through a rendering process.We see a lot of beautiful results after the project is rendered. But rendering in 3ds Max can sometimes take a long time and it doesn't have much to do with your system itself when it comes to rendering. Long rendering times can be affected by many factors, so for creators who use 3ds Max as their primary tool, speeding up 3ds Max rendering times is a huge relief.3ds Max cloud rendering is a useful way to speed up rendering. Many people have only heard of cloud rendering but don't know what it is or how to do it. In fact, cloud rendering, a cloud service that relies on cloud computing, can also be called an online render farm. Fox Renderfarm is a powerful 3ds Max cloud rendering farm, with tens of thousands of rendering machines supporting CPU and GPU rendering, serving over 200,000 users around the world. The following is the tutorials of 3ds Max cloud rendering at Fox Renderfarm.Tutorials for Using 3ds Max Cloud Rendering3ds Max Cloud Rendering Web Submit TutorialStep 1. Preparations for 3ds Max web submission:1.1 Register to get an account with $25 free trial. In the case of web login, please visit web login for details.1.2 In the case of web transfer, please visit web-upload for details.1.3 Compare the local and could asset directories.Step 2. 3ds Max web submission process (4 steps: submit > analyze > render > download).2.1 Click the “Submit” button on the left, select the software for submission > set a project path (Note: this project path contains all the materials used for the Max file) > select the document for rendering, then click “Continue”.2.2 Select software version and hardware configuration corresponding to the file (Note: selection of the rendering system), click "Go Analysis", and wait patiently for the analysis to complete.2.3 Click the job with “Analysis Done”, set render parameters and then submit it for rendering (Note: the actual rendering starts only at this job)2.4 On the rendering page, click the job > export the file > download.3ds Max Cloud Rendering Desktop Client Submit TutorialStep 1. Start the desktop client, select the platform to log in, and enter the main interface.Step 2. Drag the max file to the job area in the client, thus to trigger the submission and start the scene analysis.Step 3. Select software version and hardware configuration corresponding to the file, and click "Next" to enter the analysis page.Step 4. Click “Next” when the analysis is done (Note: corresponding prompt will appear in case of any error in the analysis results or warning thereof) and set render parameter setting (including: common settings and Vray settings).4.1. Common setting:4.2. Vray settings:Step 5. Click “Submit” to start the uploading. The rendering is automatically started upon the completion of submission, and hence the submission job is successful.That is all about tutorial of 3ds Max cloud rendering. If you have anything else you don't understand, you can consult the customer service or your account manager, but remember to sign up to get an account, and the benefit for new users is a $25 free rendering voucher. If you are a student or educator, you can get a bigger discount, check out our GoCloud Program. Fox Renderfarm is always committed to providing better and more affordable cloud rendering services for everyone in the CG industry!
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 EffectThe 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:Outlinepreliminary preparation in 3ds Max and mid poly manufacturing of tireIntroduction and installation of the plug-in Radial SymmetryProduction of tire patterns and brake padsBoolean operation tire pattern in ZbrushProduction processPreparationCollect reference pictures;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;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);Process decomposition:Trous \ Edit poly \ Symmetry \ Edit poly card line \ Turbo smooth 2The final effect3ds Max Plug-in, Radial SymmetryIntroduction: 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 listFunctions:(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 mirrorProduction of tire patterns, wheels and brake padsA. Tire 1 patternUse 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;Draw pattern graphics \ shell \ pull \ symmetry \ turbo smooth \ ring symmetry;Circular symmetry: z-axis direction, Radial count: 10 pieces.B. Tire 2 patternExtract two models from the tire model and edit to the shape above;Add shell\ Edit polygon, add grooves and holes \ symmetry \ Turbo smooth \ Circular symmetry (replicate 32 times)Circular symmetry: z-axis direction, Radial count: 32 piecesZbrush 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)
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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 productionThe production of the wheel: firstly outline the cross-sectional structure;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;Add symmetry to bilateral symmetry \Edit poly card line\ Turbo smoothingD. Brake padsThe idea of making brake pads: use 2D graphics (star and round) and use 2D Boolean tools to adjust the graphics;Process: large-scale adjustments \ add circular hole \ circular copy \ extrusion thicknessThe final extrusion effect: before importing Zbrush, the model needs to be converted to poly, so that the model will not appear broken;E. Spoke structureUse the spline to make a spoke, and replicate it according to the reference picture;Select the spline to display the solid model: add Edit poly\ and turn to polyThe final effect in 3ds Max.Boolean operation pattern and drawing in ZbrushThe whole model is imported into Zbrush in the form of obj or GoZ;Create a tire folder; select the sub tool under split \ split by group; select the difference pattern; open the preview of Boolean rendering;After the preview effect goes well, select the gear icon of the tire folder, the Boolean operation folder, and generate a new Boolean model;Dynamesh: the resolution can be set to 1024 or 1280, the higher the resolution, the finer the model;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;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.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;The final effect of the first pattern;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;The final effect of the tire
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