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

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

Welcome to join us

render farm free trial

Recommended reading


How to render large scenes with Redshift in Cinema 4D

2019-10-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?

2019-04-15


How to Render High-quality Images in Blender

2020-03-09


How the Redshift Proxy Renders the Subdivision

2018-12-28


China Film Administration Release New License Logo

2019-01-09


Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel

2018-12-26


Corona Renderer Learning - Denoising

2019-05-15


Redshift for Cinema 4D Tutorial: Interior Design Rendering

2019-10-12


Partners

Interested

3ds Max Tutorials of “God of War 86"(1)
3ds Max Tutorials of “God of War 86"(1)
The fastest GPU & CPU cloud rendering services provider, Fox Renderfarm still share with you 3ds Max tutorials. This project is made by the 3D artist, Yuliang Zhou. He made the "God of War 86" in 3ds Max, Substance Painter, Photoshop, and others. In this tutorial, he will introduce his workflow. Introduction In this tutorial, I will share the production process of one of my works "God of War 86" finished within 3 weeks. To complete a mecha within 3 weeks, it is a big challenge. Thanks for the help of my friend Xiao Zuo. I will also share the whole production process and some techniques used, including modelling, texturing lookdev, and lighting. Concept/References When choosing a concept, it needs to make some preparations in advance. When I saw the figure of the 86 Mecha Ares, I was like making a 3D model of it. The production of this model is not difficult, but it has a lot of small parts that take time to produce. And the difficulty lies in whether the overall proportions can be the same as the original image. I really like to add some of my own ideas when making models to enrich the work, so I will also find some reference pictures of other mechas on the Internet before starting to make them. Blocking Once the concept is clarified, we can start to make the model. The first step is to use the blocking of the basic shape BOX to make the appearance. In this process, we must ensure that the basic shape is the same as the appearance of the reference. It does not need to be smoothed. We can make the foundation body in all places first. When the foundation body is done, open all the parts, and then make the details for each position. Do not start with small parts in a certain part from the beginning. I added some details to the model, such as the anti-collision bar of the head guard, pipes, wires, and some small parts to make the mecha more realistic. Hence, it is really important to find references! Next, I will briefly explain the process of a part when I make a mid-poly model. Here I have selected the main body of the head. We can see the basic shape of the head, the part of the red frame is a cuboid with a smaller front part. The green line is where the model is recessed. It takes time to make a slightly complicated structure like this. Once we have ideas, it will be relatively simple for us to start production. After adjusting the points and adding lines, we get the following model, Next, let’s look at the yellow circle again. It is obvious that there is a model similar to a lighting lamp stuck in the brain in the yellow circle. At first, I thought that just make a lighting lamp and insert it directly. But after I tried it, I can obviously see that there will be many connection problems in the interspersed place, and it will obviously feel fake when making the material. I will release the comparison chart below, It can be clearly seen from the above two pictures that the method of using Boolean to create a pit in the first picture is obviously more realistic and reasonable than the direct interspersed in the second picture. In contrast, there will be a little difficulty in the card line. Part 2 and Part 3 will be continued soon.
More
2020-11-13
3ds Max Tutorials of “God of War 86''(2)
3ds Max Tutorials of “God of War 86''(2)
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 Polygon I 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 Polygon Low 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 Polygon The part 3 will be continued soon.
More
2020-11-16
How to Make A Tomahawk in 3ds Max
How to Make A Tomahawk in 3ds Max
1 month rendered in 2 hours, the fastest GPU & CPU cloud rendering services provider, Fox Renderfarm still shares with you 3ds Max tutorials, how to make a tomahawk in 3ds Max. Introduction Hello everyone! What I want to share with you today is to use 3ds Max to make a tomahawk and share some skills and techniques used in the production process. This is a relatively basic tutorial, including modeling, sculpting, pbr texturing. Concept This tomahawk was inspired by a weapon concept image in "World of Warcraft". It looks cool and looks very beautiful. So I want to make it into a 3D version in my own way. In the concept drawing, I first observed the outline of the front and side and modified some details. These main structures are very important for making the model. We can see the white and black side profile in the figure below. The black is obviously more three-dimensional than the white. Modeling Firstly, I split the model into three parts, the handle, the main body, and the axe body on both sides. Each part is modeled in the most suitable way, and then merged. This part is very easy and simple to make this type of mode in 3ds Max. The axe body on both sides of the battle axe is very important, so its shape is very important. The thread exists for structure, so please add enough thread at the turning point, and pay attention to the thickness of the axe since it needs to have layers. Models that can be made separately, please make them separately. Use as few faces as possible, and make transitions as smooth as possible. UVs UV production can be divided into four parts, - Plane projection: put the messy uv in a box. - Dismantling: adjust the UV without stretching and saving space. - Operation: solve stretching. - UV placement: a. The UV of objects with a larger model can be enlarged, and the UV can be reduced if there is less texture information; b. Try to optimize the UV space, and then the seams. Texturing Now that the model is complete, we can start making textures. Firstly, I filled in the background color. For example, If the overall concept map is blue, fill it with blue. If the overall concept map is red, fill it with red. We can use the concept map for reference. As the background color, don't use too dark or too bright colors. The next step is to create a hand-painted texture. There is a concept map for reference, just follow it to draw it. When drawing, pay more attention to the light source. I want it to look like a cold light source illuminates from the upper left, so that it can have a good sense of volume. In this step, large blocks of colors and changes need to be drawn, and no details are needed. Next is the details. It should be noted that no matter what we draw, such as bandages, decorations, and bumps on the handle, we need to pay attention to the sense of volume. Final effert:
More
2020-11-23
Fackbook Customer ReviewsFoxrenderfarm

Powerful Render Farm Service

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com