Making a Japanese-style Scene in 3ds Max(2)
Continue the Making a Japanese-style Scene in 3ds Max(1), the fastest GPU and CPU cloud rendering services provider and render farm, Fox Renderfarm still share with you how to create a Japanese-Style Scene in 3ds Max.
After the mid-poly is finished, some models with very few details, such as lanterns, can be converted into high-poly models with threading. When adding threads, be careful not to damage the original model structure. And some models with a lot of details, such as shark heads and wooden boxes, must be carved with Zbrush.
Let's take shark head and plank as examples.
The first step is to divide the shark head into two parts, head and teeth. The shark head is made in Zbrush. Because the head part is biological, we must always pay attention to the exact proportion of the model when carving. On this basis, some details such as scratches and damage are described.
The part of the teeth is done in 3ds Max. First, reduce the surface of the shark head carved by Zbrush and import it into 3ds Max to determine the position of the teeth. Making teeth in 3ds Max is conducive to the placement and can better reflect the sense of dislocation of the teeth. Then, after adding the lines, adjust the details of the tooth surface in Zbrush
Finally, the two are combined to complete the high-poly.
First split the wood from the scene, add a number of line segments to each board in 3ds Max, and pay attention to the segmentation. Then import the segmented wooden board into Zbrush, refer to the wood pictures collected on the Internet, and carve the details of the board, and use some wood brushes to reflect the feeling of bumps on the damaged surface of the board. In Zbrush, the strength of the brush can be increased appropriately, because the broken details will be reduced when the normals are baked.
The low poly is used to match the high poly for baking, so part of the low mold can be directly adjusted and manufactured in the 3ds Max. It should be noted that some concave and convex structures can be made by baking, so these structures can be directly deleted in the middle poly. And delete all the lines that have no effect on the structure, which is the largest reduction in the number of model faces. Part of the sculpted model needs to be reduced in Zbrush or topology with TopoGun.
It should be emphasized here that the low model should be carefully checked for problems with the model, such as no overlapping points or surfaces, and multilateral problems.
The baking of normals takes wooden boards as an example, and the tool used in Substance Painter. First, match the high and low modes in 3ds Max. The high and low modes can be created in different layers, and then use the 3ds Max automatic naming function to name the high and low modes separately, and modify the naming so that the high and low modes correspond to each other. After changing the name, export the model to obj. Note that the name of the exported model file also corresponds to the name in 3ds Max.
Then import the low poly model into Substance Painter, and use the following five steps to bake the normals.
- Click the baking model texture
- Adjust the resolution
- Adjust the expanded boundary value
- Identify the position of high mode
- Adjust the matching method to follow the model name
Finally, export the normal map and paste it on the low model to complete the production of the board.
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