Ornatrix Plugin Tutorial in 3ds Max

The TPN-Accredited cloud rendering service provider and best render farm, Fox Renderfarm share with you an Ornatrix Plugin tutorial in 3ds Max. Ornatrix is a hair system in 3ds Max developed by Marsel Khadiyev. It is the leader in 3ds Max hair making tools. In this tutorial, I will demonstrate how to use Ornatrix to make hair ,the trend of the hairstyle when making hair, especially from the root to the end of the hair. At present, hairstyles are divided into several categories according to different production methods.

1. The style focusing on showing volume

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The direction of the arrow indicates the direction of hair growth. The hairstyle of a stylized character above is easier to show the volume of the hair.

2. Sculpted Hair

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This hair method is very common, but the distribution of hair also requires some design. The front part like the hair is made separately from the back. The red and blue parts will slowly disappear along the green part at the place marked by the arrow, and the green part will continue to extend downward. At the same time, another branch will be separated.

3. Cartoon Style Hair

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Take the female character above as an example, her hair is mainly divided into two parts, the left part of the hair, the red arrow is on the outermost layer, the blue arrow can be counted as a branch, and the yellow arrow is under the blue arrow. When making hair, not only the direction of the hair, but also the layer and thickness must be considered.

Ornatrix Plugin Tutorial in 3ds Max -12

The block of hair in the character above is relatively large, and the level is more intuitive. Yellow and red hair are more outside, green and blue hair are more inside, and the hierarchical relationship of the hair will make the overall hair richer.

4. Realistic Hair

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The realistic hair in the picture above is the most difficult to make of all hair types, and the use time cost is higher. It takes time and brainpower to distribute all the hair reasonably, and to make the fine hair and the whole match reasonable and beautiful. Here is a hair tuft as an illustration. The red part is the bottom layer, the blue is on top of the red, and the green is on top of the blue. This layered superposition makes the hair performance extremely vivid.

Conclusion The first and second types of hair are made by models, and the third and fourth types are made using hair software. The production method is to make the whole first, and then modify the details. The look and feel of the hairstyle comes from the distinction between the trend and level of the hair. If you do not do well in the first step, it will affect your overall effect later. It is recommended that before making a hairstyle, find the necessary reference on the Internet, and then analyze the trend and level of the hair. After the hairstyle is split, it will be more reasonable to make it.

Ornatrix

The production process of using Ornatrix to make one of the hairs will be explained in detail below. First, import the character into ZBrush and use the curve brush to quickly build the basic hair. In this state, it is convenient to adjust the hairstyle

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Import the model into 3ds Max, first use Ornatrix to create and edit guidelines based on the model.

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First select a surface and use ox Guides from Surface to generate guidelines. Ox Strand Detail is used to edit the number of segments of the guideline. The number of segments is determined by the length of the hair and the degree of distortion. Ox Edit Guides use the numbers in the edit guidelines to comb the guidelines into the shape you want.

Hair Generate

Different point diagrams are different modes of hair generation, and the distribution parameters control the number of hairs.

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Width Adding

Next is to adjust the width of the hair. Add clusters to control, the degree of hair aggregation, generation method: guideline and random.

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Add Noise

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Hair will have some small fragments randomly hanging around the hair, which will make the hair look more natural. These fine hairs will be generated using Ox Strand frizz function. Finally, add an Ox Mesh from Strands to make the hair done.

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How to Use 3ds Max to Make a Game Environmental Scene
How to Use 3ds Max to Make a Game Environmental Scene
Hi, this is Cassie from the best cloud render farm and fast cloud rendering services provider, Fox Renderfarm. This time, I will share with you an article about how to use 3ds Max to make a game environmental scene.!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene Observe and analyze the original painting and asset allocationThis is a case of the PBR process, specifically used 3ds Max to complete the low-poly model, ZBrush to complete the high-poly model sculpting, V-Ray rendering during the high-poly model, Substance Painter, Photoshop to complete the texture production, and finally using UE4 rendering.In order to ensure that everyone can match the model proportions after the division of labour. In the early stage, the rough model was constructed based on the original painting and used as a reference for proportion. We divide the modeling work into three parts according to the overall situation, including house, props and environment construction.!How to Use 3ds Max to Make a Game Environmental Scene Making of Mid-poly modelHouse: As the main body of the scene, the time-consuming experience is naturally the most. I divide the house into three parts: roof, wall and floor.Props: The props of the scene include a three-faced Buddha, stone lamps, wood carvings in the house, etc. There are not too many types of props, but they basically require ZBrush carving and production.Environment: The main part in charge is the stone steps at the door, the green plants at the door, the mountain behind the house, the spider webs in the house, etc. My requirement is to find the available materials according to my needs.The production process of the mid-poly model is to continuously refine on the basis of the rough model, adding more details, and try to use the loop line as the main wiring in the wiring, mainly to facilitate the card line in the later high mold stage. When making a mid-poly model, you must not forget the relationship between a single part and the whole, and the ratio is constantly adjusted and optimized. Because I made the house model separately, I need to compare before I refine it, otherwise, it will be a big disaster for the proportion in the later stage.!How to Use 3ds Max to Make a Game Environmental SceneThe high-poly model production process is relatively smooth, and everyone is doing their own work step by step. Because the proportions are the most basic before, it is relatively easy to adjust the scene.!How to Use 3ds Max to Make a Game Environmental SceneHouse sculpting Because the whole house is made up of boxes, the mid-poly model is relatively simple. Its highlight is the high-poly model sculpting. To restore the original flavor of the ancient architecture, there are more places to carve. Because the style of the overall scene is rather dilapidated, my idea of sculpting is to try to ensure the hardness of the wooden structure and make it old with more surface details. Due to lack of experience, the sculpting was relatively slow at the beginning, and some patterns could not be restored. The method used for sculpting many details may not be correct. After many attempts, a lot of time was wasted; in the end, I found a way to use grayscale images, which saved a lot of time. First find a suitable grayscale image, which is conducive to mask generation in ZBrush.!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental SceneProp sculpting I also need to hand in homework in the high-poly model stage! Because the scene models are all high-poly models during rendering, and in order to ensure the rendering effect, it was decided to copy and place the recurring models of flowers and plants. Use VRAY to render directly in 3ds Max. But I didn't expect it to be that simple. The two pictures were rendered on two computers for more than four hours.!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene Making of Low-poly ModelFor those early stages, the topology production of a low-poly model is actually more like a test of operating specifications and file sorting, which is mainly obtained by using the previous mid-model addition and subtraction lines. The human headstone lamp and statue in the scene used Topogun. Low-poly model topology is simple but patient work. There are two ideas,1. Simply use editing and adjustment tools, and patiently realize the silhouette and structure. 2. Use the automatic topology tool, and then manually adjust the wiring slightly. Low-mode production wiring requirements are more stringent, the wiring is as simple as possible, in line with the wiring principle, but without losing the structure.!How to Use 3ds Max to Make a Game Environmental SceneThere are not many difficulties encountered in the low-poly model topology stage. The difficulty lies in the development of UV and texture distribution. After the entire low-poly model is finished, it is time to show the UV. Before the UV is displayed, the smooth group needs to be distinguished, and then the UV is exploded according to the smooth group, and then find the place that needs to be disconnected again and cut it. A good seam problem, because if the seams are too obvious or too broken, there will be many flaws in the post-production of the texture. After all, you haven't collaborated on the production of scenes before, so they are relatively unfamiliar with the unification of checkerboards and the allocation of texture resources.Finally, I used 1m³/256 pixels as the standard to make textures, and the house was divided into more than 30 textures. When I first divided the shader, I was divided into a circle; secondly, although there is an automatic placement to adjust the size of the checkerboard to just right, it is still necessary to check carefully. UV is a normal job; it is easy because it is moderately good. A minor error occurred, so that rework was needed to adjust the UV later.!How to Use 3ds Max to Make a Game Environmental SceneThe next step is to bake the normals and other textures. I need to match the high-poly and low-poly models in 3ds Max. The edge silhouettes must be carefully matched and overlapped. Then the high and low-poly models of the same part are named and matched, and then the normals are baked in SP. I use Substance Painter to name the baking method for baking. In order to get a better normal map, I will bake an average normal and a vertical normal, and then retain the inner part of the vertical normal and the edge part of the average normal in PS. Although I have been careful in the early stage, some of the baked normals will still have problems. Most of them are due to the wrapper problem, but some need to be manually changed. The modification needs to export the UV selection in 3ds Max, and then go to Select the area in PS to modify the normal of the problem.For the distinction between different materials, I still use the method of making ID maps. For the part of the model of different materials, I use different colored shaders to distinguish MaterialsAs a next-generation realistic style work, the material is actually good. However, some special experiences can be summed up in scene cooperation. For example, the material of some props can actually be packaged into a shader and used directly on another prop of the same material. In addition, in order to ensure the harmony and unity of the final results, communication among the team is extremely important, and you must not do it alone. When making materials, our plan is to do the volume first and then the details. After all, after the volume comes out, adding details will make the effect easier. First of all, I first separate out a few materials and create a few large layer groups to make selections. One point worth noting here is the occlusion and dirt relationship between objects. When the material is almost the same, I will sharpen the top edge to make the details more obvious, that is, create a new layer and add a sharpening filter, and change the overlay method to pass through.!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental Scene RenderingFirst of all, the file organization must be done well, otherwise, it will be messy when rendering the textures and the work cannot be carried out. Qualified file organization can make the rendering work twice the result with half the effort, and it will be more convenient if you want to replace the textures later.!How to Use 3ds Max to Make a Game Environmental Scene!How to Use 3ds Max to Make a Game Environmental SceneFox Renderfarm hopes it will be of some help to you. It is well known that Fox Renderfarm is an excellent cloud rendering services provider in the CG world, so if you need to find a render farm for 3ds Max, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
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2021-09-24
Creating a Realistic Environment Fog in 3ds Max
Creating a Realistic Environment Fog in 3ds Max
There are hundreds of ways to design scenes in 3D creation. Fog effect is widely used, but most of them serve the visual effects in the scene, such as simulating the fog of nature to render the scene environment or limiting the observation range of the lens by the visual limitations of fog to achieve the sudden appearance of scene elements, etc. To meet the needs of different environmental scenarios, the project has different requirements for fog effects.!Creating a Realistic Environment Fog in 3ds Max -9!Creating a Realistic Environment Fog in 3ds Max -4Today, Fox Renderfarm, the best cloud render farm, will share with you a tutorial about how to create a realistic environment fog in 3ds Max, and the effect of adding VR ambient fog on the scene before and after in the same scene. After adding the ambient fog, you can see that the lighting of the scene is more realistic.Firstly, I found a simple scene that just met the requirements and looked for some simple and real photos as references. This has helped me save time and produce more work. Then I set up a camera for a simple view, in order to confirm the position of the camera, and then just created it in a fixed mirror position. Lighting can bring a scene to life and make it more realistic. As I set this to be a simple room, a beam of sunlight slants down from above. So I set up two lights, a skylight and a direct light to simulate the sun.!Creating a Realistic Environment Fog in 3ds Max -1Now I can start creating the fog in the scene. I open the Environment and Effects panel, and then I add the V-Ray EnvironmentFog effect in Atmosphere, which is basically how the environment fog is done.!Creating a Realistic Environment Fog in 3ds Max -8Before adjusting, I measured the entire scene and set the height to about 5500mm.!Creating a Realistic Environment Fog in 3ds Max -2Then, I adjusted the Fog height parameter in the V-Ray environment fog to 6000mm to allow the fog to surround our scene as a whole.!Creating a Realistic Environment Fog in 3ds Max -0Through rendering tests to modify some minor details. After adjusting some values of the lighting and V-Ray EnvironmentFog, I'd like to do some tests first, and then adjust them after watching the rendering to be more purposeful. When testing, don't hesitate to reduce the quality to complete it as quickly as possible, unless you want to see more details, you need to improve the quality.Some of my common settings are as follows:- Min subdivs: 1 - Max subdivs: minimum 12 or maximum 16 - Noise threshold: 0.01 It is also important to render certain channels, which can be used to compose and improve images. After testing the rendering, I found the picture dark.!Creating a Realistic Environment Fog in 3ds Max -10I tried again to adjust the parameter of the render depth to 10000mm and tested the rendered picture again, and I could see that the picture was still dark, and the darkness was thick.!Creating a Realistic Environment Fog in 3ds Max -3When the parameter of the camera lens is adjusted to 1000000mm, the picture has achieved the effect I want as a whole! Then we should test the rendering again.!Creating a Realistic Environment Fog in 3ds Max -6I adjusted the glare again to add some transparency to the scene.!Creating a Realistic Environment Fog in 3ds Max -7After rendering again, the scene gets a good ambient fog effect. That's how I made the ambient fog, and I hope you can learn something useful from this tutorial.!Creating a Realistic Environment Fog in 3ds Max -5Fox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud rendering farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
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2021-04-23
Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials (3)
Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials (3)
Fox Renderfarm, the best cloud render farm in the CG industry, still share with you the tutorial about using 3ds Max to copy a legendary Hemok of Apex Legends production tutorial from 3d artist Michael. - Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials (1)") - Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials (2)") TexturingAfter all the MSP baking is over, you can start texture production. I will take some of them as an example of how to make textures.I use part of the metal structure as an example, all materials are actually the same. First, the most important thing is the basic texture. The color selection in this step is very important because all the subsequent effects will be superimposed on the basic texture. The correctness of the basic texture color tendency can almost determine the overall color of the model.!Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -8Next, I use the metal edge generator for bright colors and the dirt generator for dark colors. I only need to control the range and color to enhance the light and dark parts of the model.The next step is to add some color changes to the model so that the colors are no longer monotonous. Because it is metal, rust, scratches and other effects can be added to strengthen the metal texture in the process. It should be noted here that these dirty and old need to be adjusted. If necessary, you can add a drawing layer to manually control the range.To add roughness changes to the model. Because after the firearm is used for a long time, there will definitely be signs of friction, handprints, etc., rust and scratches, etc. I need to make some changes to prevent the surface of the model from being too smooth, and that model will look fake.The last step is to add the patterns and decorations of the weapon body. I imported the pictures made in Photoshop into Substance painter. After adding the layers, I use the mapping function to draw them. The light effect can open the emission channel. The height effect can open the height channel.It can be said that the main method I use is basic material + bright and dark colors (to highlight the volume of light and dark) + color changes (increase color diversity) + roughness changes (to make objects more life-like, more real) + mottled, dirty, scratched the details such as marks, rusts, breakages, etc. It is easier to find and modify different structures by distinguishing groups and naming them.!Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -18There is a little trick, when making the effect, pay attention to choosing Tri-planar Projection as much as possible, because the default UV Selection is based on the UV texture we made to superimpose the effect and show it on the model The effect is sometimes not very good, and the three-sided mapping is based on the model to superimpose the effect, which is more accurate.!Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -19 RenderingAfter finishing the texture map, you can export the texture map for rendering. There are many options for lighting production. I used the most common method: main light + auxiliary light + contour light. In addition, I chose to follow the light direction of the original painting. After observation, I found that the original painting used a total of six different lights. For my model, I chose five lights, namely main light, auxiliary light, contour light, top light, and bottom light. The main light direction mainly adopts warm light, and the auxiliary light mainly adopts cold light, creating a kind of conflict between cold and warm. For the visual effect, the auxiliary light must not be stronger than the main light.It should be noted that if you are not good at lighting or lack some experience, it is best to learn from other people's lighting effects. In addition, the auxiliary light sources other than the main light must remember to turn off the shadows to prevent the shadows from affecting each other. The next step is to set up the rendering.!Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -7This is the final effect:!Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -1Fox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud rendering farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
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2021-06-29
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