How to Use 3ds Max to Create A Brave Warrior

Some test renders - Bravehearts - Reya Alankandy

Bravehearts

Bravehearts © Reyaz Alankandy

Have a look at the amazing mood, lighting and composition!

The work, Bravehearts, is created by Reyaz Alankandy, a freelance 3D artist based in India. It’s a proud tribute to these brave warriors for their selfless hard work through the pandemic.

In “My own 2020” Evermotion Challenge 2020, Reyaz Alankandy, the champion of the competition, shows his own 2020 by creating the artwork “Bravehearts”.

In this artwork, Reyaz portrays a railway station that used to overflow with bustling life, but during the pandemic, it emptied all except the sanitation workers busy in the task.

Made with 3ds Max, Corona Renderer, Photoshop, the award-winning artwork shows a proud tribute to these brave warriors for their selfless hard work. As Reyaz said, while the world hid, some rose to fight back, to stand a chance against the virus.

As a freelance 3D artist specialized in architectural and interior visualization, Reyaz created many excellent artworks, and he adores every challenge and new opportunity along his archviz journey. In the interview with Fox Renderfarm, the largest cloud rendering services provider in the CG industry, Reyaz talked about how he created the work and his career experience.

Reyaz Alankandy

  • Reyaz Alankandy
  • Freelance 3D Artist
  • 3D Visualizer

In our exclusive interview, Reyaz introduced how he created this amazing piece.

More about interview detials Tribute To Bravehearts In My Own 2020: Introducing 3D Artist, Reyaz Alankandy

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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!
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3ds Max Tutorials of “God of War 86''(2)
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Continue the 3ds Max Tutorials of “God of War 86”(1), the fastest GPU and CPU cloud rendering services provider and render farm, Fox Renderfarm still share with you how to create "God of War 86" in 3ds Max.Next, I will explain how I added some details by referring to the picture. First, analyze the original painting. we can clearly see that in terms of the accuracy of the original painting’s model, it can only be regarded as a hand-held mecha. Many of the mecha details have not been made. The following is an analysis of the reference I found.References,We can see that the heads of these mechas all have a bumper similar to the head protection. So we can consider adding this detail to the head position when making the head.In order to consider the rationality, I added a model similar to a retainer at the end of the protective bar and added some similar protective sleeves to reduce impact in the middle.Next, we continue to analyze the references.On these mechas, there are obviously similar wires and small pipes interspersed on the model. This is what we want because these will make the mechas more accurate. So when I make these details, I also have to consider whether I was reasonable or not.By constantly adding details, the mecha model is made to look a little more refined, and the presence of those parts looks real and reasonable.High PolygonI use the traditional way of making hard surface models and the Chamfer plug-in. The higher version of 3ds Max comes with a Chamfer plug-in, which will cut corners and card lines based on the distinction of smooth groups, which is very useful for hard surfaces making. This is a screenshot according to Chamfer:It should be noted that in the From Smoothing option, we need to check the third Unsmoothed Edges option. In the Tension option, we also need to call up our desired edge between 1 and 0 according to the effect.One more thing to note is that before using Chamfer, the smooth groups must be distinguished. All surfaces do not need to be connected to a quadrilateral, but there will be no problems if the lines are connected to a flat surface.It can be seen that the effect of using Chamfer is very good, saving us a lot of working time, and improving work efficiency very well!Low PolygonLow Polygon production is actually a very simple step. It just needs to copy a set of High Polygon models to reduce the lines on the model without affecting the appearance. Since this is personal work, there is no need to be too strict on the number of faces, and it can be relaxed appropriately.Low PolygonThe part 3 will be continued soon.
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