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Using 3ds Max To Makes The Materials And Lighting In Scenes Of “Clone”

2019-07-022 min read

This is a production process of a second-generation game scene model. The main software used is 3ds Max.

Model and texture

1. The basic model

Step one, I make the approximate shape of the scene as a reference, then put the shape of the model base in 3ds Max, and then make the following props with the basic shape, the wall of the scene and the UV of the ground will be reused. Part of the props I slowly added according to the scene.

With a small pattern that is made, it can make the repeatability of some models look less obvious.

The basic shape of the scene in Figure 1.

Figure 2 basic line diagram of the scene

Figure 3 use of small patterns

2. Production of prop

The production process of the prop model is basically the same, first the high mold, the baking normal map, and then the low mold.
Here is a simple example:

High and low modes of small objects in Figure 4.

3. Reuse the UV and small pattern

Wall UV reuse:

Reuse of ground UV maps.

Reuse of small patterns.

Wireframe of the final model in 3ds Max,

4. The production of textures

For textures we need to use diffsue, specular, normals, displacement, gloss, detail, and detail (gradient can also be used). The detail can be done with the diffsue, and the gloss must be done in the specular channel in the old version.

If you used the latest version, then put in the normals channel, displacement placed in its own channel. Export the tif, pay attention to the normals_dnn, displacement_displ, normals_dnna, using underscore plus suffix.

eg,

The basic texture gradient can also be used.

The preparation of the import engine
Set different IDs for different materials of objects and collisions.

Cryengine engine parameters.

Lighting, birth points, particles, sound, environmental impact, basic processes.

For example,

Create a birth point, find Spawnpoint under Entity, put in the scene, and create a simple flowchart.

The Cryengine material

There are several examples of how to represent different materials.

Metal Material

Light

The overall preview effect of the scene.

Author: Zhepu Wu

Reference: https://read01.com/5yyGn.html

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