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.


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


The overall preview effect of the scene.

Author: Zhepu Wu


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How To Use Fox Renderfarm for 3ds Max
How To Use Fox Renderfarm for 3ds Max
This is a tutorial show you how to submit 3ds Max project for rendering on render farm of Fox Renderfarm. Maybe we published it before, but we have an updated recently, so we should do it again, hold it can help you soon. Firstly, there are several kindly notes, please pack the scene and all the assets before uploading. After uploading is completed, please unzip the package and then submit the job. Root directories can't exceed 22 folders. Please name file name in English, do not use special characters. Step 1: LoginEnter your email and password, then log in. Step 2: Upload Assets Click ‘Assets' button. Click ‘Upload' button, choose Upload file or Upload folder. Download and install transfer plugin. Refresh the page, click your file to upload.Step 3: Create New Tasks Click ‘New Job’to start. Choose the render 3D software, select the asset directory and render scene files. Add render software and plugin version, then save the config (Notice: Config name is required.), and click "Go analyze" to start to analyze files. Step 4: Analyze Job After job analysis done, there may be for results: Analysis Done: Job analysis is completed, without errors or warnings The analysis is done(with errors): Job analysis is completed, but the file exists errors. Please correct the errors according to the advise and analyze again. the analysis is done(with a warning): Job analysis is completed, but the file exists warnings which may result in render abnormal. You can choose to correct the warning according to the advise and analyze again or ignore the warnings and forced to submit. Analysis failed: The analysis was abnormally interrupted. You can analyze again or contact us directly to check the log.Confirm the scene file parameters, and click submit to start rendering. Render settings(optional) Pre-test frames: Which frames you want to test previously. Advanced settings introduction(optional)Project name: An account can have numerous projects to track usage and cost. The administrator can share a project with sub-account. Frames per task: How many frames to bundle in a single task. Timeout alert: When one frame renders timeout, the job ID will be remarked as yellow. Instance RAM type: What kind of instance you want to use, now we have two types,64GB RAM(Standard) and 128GB RAM(Extra 40% cost). Step 5: Start Render If you need to render photon, your job will be separate to 2 jobs, one is a photon, the other is the final image, final image job will start automatically after the photon is completed. If you want to download specified frames to check previously, you can double click the job, and go to output, select the frames and download.Step 6: Download Image. Tick done jobs, click Download to a local folder. ConclusionWith the best CPU&GPU cloud rendering service provider, Fox Renderfarm, rendering for 3ds Max will be very easy and fast. And now there's a free $25 trial available for everyone who signs up new! Why not give it a try?
Behind the Scenes: 3D Game Scene
Behind the Scenes: 3D Game Scene
Today, as the leading cloud rendering service provider, Fox Renderfarm will share a production process of a 3D game scene. This project uses the standard PBR process, and uses 3ds Max to complete the basic modeling, determines the proportion of objects. Finish sculpting in ZBrush for high poly, topology in Maya, baking in Marmoset Toolbag 3, finish making PBR materials in Substance Painter, and finally use Marmoset Toolbag 3 for rendering.!Behind-the-Scenes-3D-Game-Scene 1The production is divided into three parts:1. Modeling2. Material production3. Rendering ModelingBefore production, determine what materials, objects, and overall proportions are in the scene, and then determine the production order according to the proportions. Most of the scene in this scene is walls and stones and wooden furniture, so they are the focus of the production.Quickly set up their approximate proportions in 3ds Max.!Behind-the-Scenes-3D-Game-Scene 2Complete the medium face number modelAfter establishing the proportion of large objects, continue to build the remaining objects in the scene. And further enrich the details of the model. There are a large number of repeated objects, and several different shapes can be made.!Behind-the-Scenes-3D-Game-Scene 3Taking the above book as an example, many different types have been produced, which can reduce visual repetitions very well.There are two pieces of cloth in the scene. Here we take the pillow as an example,!Behind-the-Scenes-3D-Game-Scene 4This production uses the cloth calculation that comes with 3ds Max. The specific process is as follows,!Behind-the-Scenes-3D-Game-Scene 5Create blocking objects:!Behind-the-Scenes-3D-Game-Scene 6Create a pillow base model (the higher the number of segments, the better the simulation effect),!Behind-the-Scenes-3D-Game-Scene 7Squash and find the cloth in the modifier,!Behind-the-Scenes-3D-Game-Scene 8 Simulation!Behind-the-Scenes-3D-Game-Scene 11 !Behind-the-Scenes-3D-Game-Scene 9 !Behind-the-Scenes-3D-Game-Scene 12The end result is a simple pillow model. (The shape of the wrinkles of the fabric should be well organized, and the top is a simple demonstration. Similarly, curtains may have better effects).Finally in 3ds Max medium face model,!Behind-the-Scenes-3D-Game-Scene 13Next, import the model into ZBrush for sculpting. High Poly sculptureHere is an example of a house's walls and stones:!Behind-the-Scenes-3D-Game-Scene 14The medium face model was imported into ZBrush because of the irregular shape of the stone. You can use Dynamesh (dynamic mesh) in geometry editing to edit the model.!Behind-the-Scenes-3D-Game-Scene 15Brushes 1, 2, and 3 are used for large-scale carving of stones. Brush No. 4 adjusts shape to prevent penetration. Finally, brushes 5 and 6 are used to flatten some edges and corners to make the structure hard. Thus reflecting the texture of the stone.The big ideas on the wall are the same. Finally, use the surface noise, adjust the curve, and the noise ratio to simulate the graininess of the wall and stone surface.!Behind-the-Scenes-3D-Game-Scene 16Finally, add some details such as cracks and bumps to enrich the picture. Use the brush No. 6 mentioned above to suppress it again for better results.Take the wooden table as an example below, first determine the material to be carved, and then look for the corresponding reference picture. Because the wood in the scene is too old, you need to find some pictures of old wood when looking for reference pictures, for example,!Behind-the-Scenes-3D-Game-Scene 17The sculpting process needs to be combined with actual life, so as to achieve a more realistic effect. In this scene, the wooden table is a little bit decayed, so the edge of the table will not be made into a hard, right-angled structure, so when carving, you can use the brush to make the right-angled portion of the edge more rounded, so reflect the texture you want to express. With appropriate deformation, it can increase the visual impact more vividly (adjust the place with the Move brush a little).!Behind-the-Scenes-3D-Game-Scene 18 !Behind-the-Scenes-3D-Game-Scene 19The wood in the scene needs to have an old feeling, so cracks are a good way to show that the objects are worn out. At this time, you need to use the reference picture. For example, a crack on a window plate can be carved according to the crack in the reference figure. This can better and more realistically and quickly reflect the material.!Behind-the-Scenes-3D-Game-Scene 20 !Behind-the-Scenes-3D-Game-Scene 21 !Behind-the-Scenes-3D-Game-Scene 23 !Behind-the-Scenes-3D-Game-Scene 22The final High Poly display,!Behind-the-Scenes-3D-Game-Scene 24Low polygon model and bakingThe final low-poly model was reduced using ZBrush, and then imported into Maya for final low-poly model production. This can get Low Poly models faster, but the wiring will be relatively less neat. Note that it is important to distinguish between the smooth group and split UV where the angle is close to 90 degrees.!Behind-the-Scenes-3D-Game-Scene 26 !Behind-the-Scenes-3D-Game-Scene 25The final baking uses Marmoset Toolbag 3. 2. MaterialAfter baking all the normals and IDs, import Substance Painter to make the material. It is worth noting that the normals baked in Marmoset Toolbag 3 and Maya use Opengl mode in Substance Painter, and the normals baked in 3ds Max use DirectX mode. After successfully importing, bake the rest of the textures in the texture set-baking model textures.Wall material basic processFirst of all, we make the natural color of the material, and the natural color layer can add filters appropriately to increase the details.!Behind-the-Scenes-3D-Game-Scene 27Add a dark color and use the Dirt generator. Partially unsatisfactory add a drawing layer to fix it. Add bright colors and color variations to create the approximate effect of wall decay. Here, it is mainly modified by hand-drawn layers. Continue adding color changes and roughness changes. Try to be as close to real effects as possible.Finally, you can add an adjustment layer to increase the brightness. The material made in Substance Painter should be imported into Marmoset Toolbag 3 and the brightness will be a bit lower than that seen in Substance Painter. The wall material production is complete.!Behind-the-Scenes-3D-Game-Scene 28And because the furniture in the scene should reflect the old feeling, the overall color is grayish and dark. The damage and abrasion are to reflect the original color of the wood, so the color saturation will be higher than the surface color.!Behind-the-Scenes-3D-Game-Scene 29 3. RenderingFinally, before importing into Marmoset Toolbag 3, you need to set up the lighting, the main light establishes the main light, and the auxiliary light supplements the light source to maintain the brightness of the picture. And to turn on high DPI and oversampling, turn on GI global illumination and AO environment occlusion.!Behind-the-Scenes-3D-Game-Scene 30The explanation of the production process of a 3D game scene is over. We hope this sharing will help you. Fox Renderfarm is an excellent CPU&GPU cloud render farm, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a $25 trial for new users.Source: Thepoly
Big News! 3ds Max 2021 Is Now Available
Big News! 3ds Max 2021 Is Now Available
Hey guys! You know? 3ds Max has updated the new version 3ds Max 2021.1. As the leading cloud rendering service provider, Fox Renderfarm, will check out the new features in the lately released 3ds Max 2021.1 with you together, including texture baking improvements, Arnold as Default Renderer, expanded PBR workflow capabilities, viewport, fluid and modeling tool enhancements.The feature-rich update is targeted at modernizing and upgrading performance for artist workflows across design visualization and media and entertainment disciplines. Bake to Texture:- Output now supports multi-tile UV mapping (UDIM)- Animated map outputs are now supported as well as multiple animated frames- Various usability improvements.Model courtesy of TurboSquid and their artist, Luke_Ahearn. Fluids:- The Fluid loader is now exposed so that object types such as particle systems can work with the data- The Velocity channel now reports correct information when not using meters as your default scene scale. This fix will enable motion blur in your renderer- PRT now supports a signed and unsigned integer values (via .ini change). Interactive Extrusion and Inset:- Users can now utilize a Shift+Drag (left mouse button) with the Move transform tool to extrude polygon component selections when using an Editable Poly or an Edit Poly modifier- Shift+Drag with the Scale transform tool now performs a polygonal inset action on selected polygon component selections when using an Editable Poly or an Edit Poly modifier- Clone/Copy actions are now performed with Ctrl+Shift+Drag when using the Move transform tool on the polygon component on and Editable Poly or an Edit Poly modifier. Viewport Improvements:- Depth of field now affects the environment map- Vignetting scale is now the same value as defined in the camera- Matte/Shadows material now work in the viewport- Each view can now have its own exposure, white-balance and vignette settings. Arnold Renderer:- MAXtoA 4.0.4- AOV token system- Animation support for Alembic- Increased shader spinner accuracy- Bake to Texture support for projection of normals from high to low resolution, normals spaces, and Mikkt. Enhancements and Changes Weighted Normals Modifier Now includes support for multi-threaded processing to enhance speed and performance when performing calculations as well as other stability improvements. Explicit Normals Preservation for Mesh Applying an Edit Mesh modifier no longer invalidates explicit normals, nor do the following actions: Attach, Detach to Object, Detach to Element, Clone to Object, Clone to Element, Detach as Clone to Element. PBR Material Both PBR materials now support displacement. Shared Views Shared Views now supports Physical material. SketchUp Model Importation There is improved handling of internal edge visibility, improving the imported mesh quality, and SketchUp 2020 models are now supported. Slate Material Editor The Slate Material Editor now pans and zooms smoother and faster when using a 4k monitor. In addition, the Search field has been improved to perform global search through all materials and maps in the editor. For example, if you were searching for the Advanced Wood map and typed "wood," the old search would not find it but now it will. Render Output Size HDTV resolution of 1280 x 720 is the new default output size. UDIM DisplayWhen you work with UDIM, you are now able to view all textures in the viewport when using the Bitmap Lookup OSL shader, instead of just viewing one as when using the Multi-Tile map. User Defined Defaults Allows you to set your own default values for ParamBlock2 supported spinner, radial, checkbox, or input field through MAXScript calls. Viewport Depth of field now affects the environment map, the vignetting scale is now the same value as defined in the camera, Matte/Shadows materials now work in the viewport, and each viewport can now have their own exposure, white-balance and vignette settings. ConclusionThese are all the update points of 3ds Max 2021.1. Let's make more good artworks with 3ds Max in the future! As a leading cloud render farm, Fox Renderfarm, will continue to bring you the latest news about 3ds Max. Thank you for reading!From: ``
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