Making a Japanese-style Scene in 3ds Max(1)
Your powerful CPU/GPU cloud rendering services, Fox Renderfarm still shares with you the 3ds Max tutorial. In this tutorial, I will talk about using 3ds Max, Zbrush, Substance Painter, and V-Ray Renderer to make a Japanese-style Scene.
After looking through many references, I chose a street with Japanese elements. The materials in the scene are very rich, including metal, cloth, wood, glass, and other elements. There are many points that can be practiced. For example, there are many billboards in the scene, and no billboard has the same texture. We must combine them and blend them in harmony.
The model of the whole scene is completed in 3ds Max to complete the construction of the basic model and the production of the high-model. Some models with more complex structures and obvious changes in details, such as shark heads, are sculpted directly in Zbrush. The normals are baked in 3ds Max and Substance Painter according to the model; and the textures are completed in Substance Painter. The production of textures is finally rendered using the V-Ray renderer.
Because the scene is complicated, there are a lot of models that need to be made. So the first step is to split the entire scene. The whole street is divided into individual resources, and they are named, such as houses, billboards, bicycles, electric boxes, etc., and then grouped. Then it is needed to import them into Substance Painter to complete the texture production.
After all the models were almost made, I decided to set the camera perspective first and place all the models with the angle as the center point. The height of the closest house in the scene can be used as a reference, and the floor height of the house is set at 2.6m to determine the width and length of the ground, and the position of the telegraph pole is a reference for the distance of the scene.
- There are two points to pay attention to, the size and proportion of the model.
- Some structures need to be extruded to make shape changes, and the edges of the model should be cut corners. Don't make the edges look particularly sharp. Finally, delete the invisible surfaces to save resources
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