3D Modeling Tutorial of Rhino Motorcycle(2)


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This project mainly introduced the production process of using KeyShot to make the Rhino motorcycle and explained some of the skills and problems encountered in the process of making this mechanical thing. This share is organized by your TPN-Accredited cloud rendering service provider, Fox Renderfarm. Hope you can learn something useful from it.

Continue part 1, the large fuel tank of a motorcycle is a cube, which can be made directly from a rectangle. Next, perform a Boolean operation on the fuel tank to complete the modeling of the motorcycle body.

Make a mental connection between the rear wheel and the fuel tank, and then use the UDT deformation tool to bend this connection, and then create a curved tube to make the back bracket.

Create a straight cylinder and spiral to make the details of the motorcycle hydraulic rod.

Next, start to make the headlights of the motorcycle, first create the main part, and then make the shape of the lights by stretching and extruding. The lamp part directly uses 2 spheres.

Create a curved tube to look like a wire.

Create a linear array based on the reference of the air outlet, and then make the air inlet of the front engine. The air inlet has a preliminary shape, and it is necessary to add details and corners on this basis to make it smooth, and then assemble.

Combine all the component models, and the shape of the motorcycle is basically completed. Of course, if some places are in more obvious places, they need proper smoothness in order to achieve better results.

3D Modeling Tutorial of Rhino Motorcycle(1)


render farm for keyshot


This project mainly introduced the production process of using KeyShot to make the Rhino motorcycle and explained some of the skills and problems encountered in the process of making this mechanical thing. This share is organized by your TPN-Accredited cloud rendering service provider, Fox Renderfarm. Hope you can learn something useful from it.

Model analysis

Most of the main body of this motorcycle is built from hard surface models, and it is still very simple to make. And there are only very few curved surfaces in the motorcycle, most of which are block-shaped, so the model of this motorcycle is not so difficult.


Firstly, use a rounded rectangle to extrude the mainframe of the car body, and then create the hydraulic rod of the motorcycle, and then use the method of pulling away from the structure line to extrude and divide to make the level and detail.

Create a rounded rectangle to make a circular array to make the pattern of the hub. Draw a curve on the plane and divide it into 24 parts, and then extrude it to divide.

We drew a line on it, using a curved tube to connect the metal wire between the hub and the wheel, and cut a circle of small holes around the round hub in the middle. Draw a straight line on the plane, and then adjust its points in space. Adjust the shapes of 4 of them to a group, and then copy 6 groups to form the steel bars between the tires.

Draw a straight line on the plane, and then adjust its points in space to have the shape of a motorcycle handle. Create a rounded rectangle to make the shape of the motorcycle display, and adjust the position in space.

How to Make a Train Head Model in KeyShot(2)



Add a line in the middle of the body, and adjust the part of the cockpit in the middle of the body. The cockpit part is not visible in the picture, we need to find other angle references. Then copy the other two lines and adjust to the part of the cockpit foreign aid.

Create a surface from the three curves and adjust the size.

Copy the middle curve of the double-track surface again; adjust the curve to the lower part as the bottom boundary of the car; use three lines to generate the lower half of the surface; and adjust the curve to make the shape better.

Adjust the parts of the lights on both sides of the body; copy the edge line to create a round tube; adjust the intersection of the round tube and the body.

Duplicate the curves from the connecting parts of the car body, make adjustments again, and cut out the model of the main body.

At the position in front of the lamp, cut the curved surface position with structural lines, and move the curved surface to the corresponding position to link the curved surface. The same procedure is used for the upper part of the lamp.

Now that a complete surface is out, we need to smooth the two parts together.

The Y-shaped corner surface is divided along the structure line, and the two surfaces match the corresponding edges respectively to complete effect processing of the original side painting.

Replicate the other side of the copy, and check whether there is any problem with the continuity of the middle indirect seam position, and then cut the middle surface and the main body with each other.

Copy the seam curve and generate a round tube, use the round tube to cut the chamfer shape.

To connect the position of the curved surface, it should be noted that the distortion of the curved surface structure will not deform.

The overall structure of the trained model has been completed.

How to Make a Train Head Model in KeyShot(1)



Fox Renderfarm, your TPN-Accredited cloud rendering service provider, will share with you this tutorial article about How to Make a Train Head Model in KeyShot. KeyShot will be used to make a 3D model of the train head, and the problems encountered in the production will be shared. Although this model looks very simple, there are still many details that need attention, such as the surface.

Modeling analysis

Observing the reference picture and analyzing the structure and shape, We can see the bends marked by the red and green lines. The structure can be decomposed to make a better model.


Because the angle of the reference picture is fixed, we can directly use the reference picture to place the model in the software as a background. Firstly, we can determine an approximate angle and fix the angle of a camera. The model can be replaced by a BOX.

Draw a curve and create a finished face as the lower half of the train.

Copy the curve to adjust the control point to the position shown in the figure below.

The other side is also produced in the same way.

Create a face from the three lines, adjust the part where the face meets the body, and adjust the surface control points until the red intersection line reaches the edge position of the light in the perspective reference picture.

Adjust the position and cut off the surface of the other excess parts where the two parts meet.

How to Make The Hard Surface of Firearms


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The production of high poly is an important part of the 3D modeling, especially for the production of hard surface models such as inorganic materials. There are many ways to achieve it. Fox Renderfarm, your TPN-Accredited cloud rendering service provider share a article about How to Make The Hard Surface of Firearms. In this article, I will explain how to use Zbrush and 3ds Max to create a hard surface model of the high poly M500 revolver.

The final effect of M500 revolver:

The production process is divided into three parts, including 3ds Max and Zbrush for high poly, Keyshot for rendering, and Photoshop for post-processing. In this passage, the production of the pistol runner model will be introduced in detail.

Runner model production

Software used: the ZBrush Spotlight

  1. Find the Spotlight tool in Light: 5 sets of preset Alpha templates, choose an entry tool, and convert the generated model to ploymesh 3D.

Press Z key: select the desired Alpha, add to the model position, then mask. The Spotlight tool can freely control operations such as displacement, scaling and rotation, copying, and Boolean operations.

Generate the model: Operate in Front View to ensure that the Alpha graphics are selected, and the yellow frame is selected.

Click the Z key to exit the mask editing and edit the model. Shift+Z hides the extra tools. After making the first root, then continue to generate other models. The placement can be according to the reference picture.

Use the Array array tool to rotate the copy model. The array can control the number of copies and the distance between them at will.

Alpha menu can add custom Alpha graphics, black and white images made in PSD format, add to Spotlight to generate a custom Alpha-model. we can first create a black and white image in Photoshop and import it into Zbrush for use.

The triangle model used ZBrush's Spotlight to generate the model, imported 3DS max to copy the two rows of models, and then use the bend modifier to rotate and bend to fit outside the circle. This model fits better and is easy to operate.

Make a diamond-shaped convex structure, then present array and bending effect in the max.

The model before the Boolean operation is ready.

  1. Boolean use of ZBrush

Use Boolean to create the desired shape on the model of the main body. Here is one thing to note that it is best to put the model in a folder for Boolean.

After Boolean is used, the model will be automatically grouped. The resolution of danymesh is higher as 512-1024.

If you want the edges of the model to be soft, you can blur the Mask on the edges of the model a little bit, and then flip the mask.

The overall adjustment is almost complete, and the model can now be smooth.

Finally, use a smooth brush to adjust the effect.

The details can be modified according to needs. The runner model is almost complete. we can see that the effect of the hard surface is very good now.

KeyShot 9 Tutorial: Leather Chair Rendering Guide


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Fox Renderfarm, a powerful and affordable cloud render farm, organizes the leather chair rendering guide from artist Zolmo's tutorial on KeyShot 9. This is the process of using KeyShot 9 to make the final render**ing of a leather chair. The chair is made of slightly worn-out leather material, with cloth weaving hem material and wooden chair frame, especially using the hair function to add realism to the fabric sense.

Use KeyShot 9 to open the chair file, add a camera, and adjust the composition. And add a yellowish plastic material to all models of the chair to observe the lights. After adjusting the lights, all the preparations are done.

In the HDRI editor, change the background from image to color and set it to black, and start to adjust the light.

First, use the circular light as the top light, adjust the size, angle, and brightness. When adjusting, pay attention to the transition effect of the light at each turn. Finally, add a little attenuation to the light source to make the light look soft.

Next, hide the top light to avoid light interference, and then add the left and right lights separately. Pay attention to the contrast between the light sources to distinguish the primary and secondary light sources.

The ground projection is relatively scattered. You can manually add a very small but extremely bright light source to simulate sunlight, creating an obvious projection effect. After that, all the lights are displayed and further adjusted. If the scene is overexposed, you can make overall color adjustments to make the color tone of the scene as uniform as possible.

The adjustment of the wood grain material uses a whole set of wooden textures, and then the metal paint material is used to simulate the smooth effect of surface waxing, and then adjust the color. In order to simulate the effect of Fresnel, add a color gradient node, and then connect it with the wood grain node through color composition. Before the wood grain nodes are connected, the color saturation can be removed, and the gray image is used as the gloss of the transparent layer to obtain a detailed highlight effect.

Then use the color gradient node again as the bump height of the material: the bump can reach the peak at white, and there is no bump effect at black. Connect the wood grain texture to the bump, and the realistic woodgrain effect is created.

The slightly worn-out leather material is simulated with plastic texture to adjust the effect of uneven leather surface. You can add color adjustment nodes for color adjustment. Then use the matching normal bump map to connect to the bump of the material. Then use color adjustment and color inversion to convert the camouflage node into a contrasty grayscale image as the bump height of the skin texture. The uneven height further enhances the realism of the leather.

Noise nodes are used to simulate the unique embossed bump effect on leather, and bumps are added to the node to generate bumps on the leather at the same time. The grayscale image above is used as the weight of the normal unevenness, that is, the weight 1 in the figure. The effect after adjustment is shown in the figure.

Next, use the stain node to adjust the size and color as the source Alpha in the color composite. Combine the camouflage and the matching skin texture to the color adjustment section to further enhance the details of the skin texture surface.

Desaturate the matching texture map, adjust the contrast and connect to the roughness of the leather to make an uneven roughness effect. After the effect is completed, the surface details are rich.

Next, use the matching map to connect the diffuse reflection and the bump, and make a leather cloth weaving hem material for the leather. After adding fuzzy nodes in the geometry, the adjusted cloth has a furry feel.

The final step is to add stitching to the leather,

KeyShot 9 Tutorial: Christmas Scene Rendering



This article is a 3d rendering tutorial about Christmas scene shared by 3d artist Drown. The article is organized by Fox Renderfarm, the leading cloud render farm** in the CG industry. Because there are so many items in the scene, this tutorial will focus on the lighting of the scene and the skills to create a Christmas atmosphere, and the adjustment of the material will be briefly described.

Use KeyShot 9 to open the placed Christmas scene, add a camera and adjust the appropriate angle and save. The next work is to give the main body a crystal ball of glass material, and change it to the product mode in the lighting mode, so that light can pass through the glass ball to illuminate the internal details.

The tablecloth in the scene and the curtains in the background were selected from red velvet material. The official velvet material of KeyShot 9 was selected to bring out the atmosphere of the Christmas scene.

Next, we need to find a suitable HDR map. Because it is a Christmas scene, we need an indoor HDR map with many small bright light sources to simulate the scene atmosphere of the decorative chandelier on Christmas eve. After using the HDR map, rotate it to an appropriate angle to adjust the brightness, contrast, hue, saturation, etc. of the picture to make the scene warm and cold.

Enter the image panel, change the image style to photography, adjust the exposure, contrast, etc., to further enhance the warm and cold, light and dark contrast of the scene.

Next, open the HDR canvas and manually add a small warm light source to cover the cold-light incandescent light on the original image to further strengthen the Christmas Eve atmosphere. Pay attention to keep the cold light in the scene properly to avoid the scene being too warm. At the same time, the brightness of the small warm light source should be adjusted appropriately and the blending mode changed to ALPHA to ensure that the cold-light incandescent lamp can cover the original image.

In order to highlight the crystal ball of the subject, add a sphere to the scene and set the material as a spotlight. After adjusting the position, illuminate the crystal ball.

Further fine-tuning various lighting parameters, the atmosphere of the picture is already in place at this time, but now the picture is a little too warm and lacks a bit of realism.

Add a cool rectangular light on the right side of the screen to reconcile the warm atmosphere of the screen, so that the screen effect will not be too false. Here we must pay attention to changing the blending mode of rectangular light to blending to avoid the glass ball reflecting pure white rectangular light directly and causing the realism of the picture to be lost.

After the atmosphere of the screen comes out, you can start adjusting the texture. Start with the snow in the crystal ball. Use the noise texture node to add bumps to the snow and snow colors on the surface. If the screen freezes, you can hide other items in the scene, including the spotlight.

Next, use the matching map to adjust the material of the lounger inside the crystal ball. Anything can be placed here, not necessarily the chair, as long as it is a suitable material and color. It is recommended to use a brighter color scheme to match the atmosphere of the scene.

Next adjust the texture of the Christmas tree.

After lighting the bulb material on the Christmas tree, observe the current effect. Note that the glass of the crystal ball must be given a transparent glass material, otherwise the light will not find the scene inside the crystal ball and let the light penetrate into the interior scene.

Use the matching wood texture map to simply adjust the wood texture base material, and adjust it according to your favorite, such as using a black plastic base.

Then open the texture of the glass ball, add the fingerprint texture that is official with KeyShot 9, and after adjusting the position size, turn off the texture repeat, and add the diffuse reflection texture as the fingerprint texture. After that, the fingerprint texture is connected to the label, and the texture is used as the color of the texture. Here, the brightness must be adjusted, and it should be reduced as much as possible to make the fingerprint faintly visible.

Use scratched maps, adjust the contrast with color, and control the transparency effect on the glass. Repeat this step to make scratches and bumps on the glass. The effect of the scratches is a little bit, otherwise the glass will look fake.

Next use to adjust the texture on the crystal ball name tag.

Then use PS to edit a piece of text, pay attention to use a black background, pure white fonts, and use horizontal composition. After saving the black and white picture, use the 3D--Generate Normal Map option in the PS filter to generate a bump texture.

Drag the texture to the texture of the brand, create a new texture as the material of the lettering, and adjust the color according to your preference. After adjusting the texture, the black and white image is used as the opacity, and the normal texture is used as the bump. Pay attention to the normal To complete the adjustment of the brand-name texture.

Simply adjust the material of the board, and the color matching needs to be darker to avoid the board being too conspicuous. Then use the fuzzy nodes in the geometry to make fluff on the tablecloth. The surface material of the nodes can directly use the original red velvet material.

In order to prevent fluff from passing through the model, you can simply render a top view, and then draw a black and white texture according to the position of the item in PS. Use a Gaussian blur filter to blur out the edges of the black and white texture. Then use the texture map as the length texture of the fur node. The length of the fluff where the texture is black is 0. After the geometry node is re-executed, the fluff will not pass through the model.

The curtain can use the color gradient node. Change the gradient type to the viewing direction to enhance the volume of the curtain fabric. The background wall is not easy to be too dark or too bright, otherwise the background is too eye-catching and will destroy the atmosphere of the scene.

The use of glass as the texture of the candle's wrapping paper can reduce the refractive index to make the texture of transparent plastic wrapping paper. Later, the translucent material is used to adjust the candles, and the color matching can be free.

To color various gift boxes, it is recommended to color each gift box, and cool colors are recommended to use blue to correspond to the cold light atmosphere in the scene.

Next, you need to adjust the surface effect of the gift box to make the bumpy texture on the gift box. The effect does not need to be too complicated, it can be simpler.

Next, add a sphere to the inside of the crystal ball to make a snow effect inside the crystal ball. Finally, fine-tune the composition, lighting, and then render the image.

4 Ways To Make Guns Quickly With 3ds Max



Fox Renderfarm, as your TPN-accredited cloud render farm, we will often collate some shared experiences from outstanding 3d artists for** you, hoping to help your learning. This article is about the four methods of 3ds Max from the artist JFD to make guns quickly. The main content is to explain the 4 methods of making high-profile models, which involves many methods and techniques, which can help you quickly make hard surface models such as guns.

The final effect

Collection of original paintings and reference pictures

Before starting the production, you must understand the basic information of the resources you want to make. Whether it is weapons or characters or props, you must first understand the characteristics of the things you do.

Collect reference drawings from different angles to understand the structure, materials, and functions of each location. In this way, things can be made close to reality.

Medium model construction

The scale and structure of the model are mainly determined based on the reference diagram.

Personal habit: Use splines to make large scales, draw sides, use turning commands to quickly generate models, etc. 3ds Max 2019 has a plane line boolean function that can be applied.

High model building

Method 1: 3ds Max graphite tool line and suspension model

First, analyze the model edge line production

The line segment between the two lines becomes arc-shaped, the farther the distance is, the larger the arc, and the closer the distance, the smaller the arc

Model edge line production: There are several groups of pictures below for comparison between wired models and models without added lines

Briefly introduce the common modeling commands for graphite tools: Graphite modeling toolset:

  1. Shortcut settings: Custom panel, set common shortcuts: maximize the window space bar

  2. "Modeling" tab: modify the selection panel, edit (quick cycle Alt + T, quick slice), and contain the most commonly used polygon modeling tools.

  3. "Freeform" option, the most important thing is the topology function

  4. "Select" provides a variety of tools specifically for sub-object selection. For example, you can select a concave or convex area, a sub-object facing the window, or a point in a certain direction.

Example of graphite tool card line: conversion of flat structure into 3D structure (a more practical method for making tires)

A hole was dug in the model:

  1. Turn into a circle: line editing / loop panel / loop tools
  2. Make a plane before digging and then make it into 3D
  3. Bend command Bend, the X-axis is bent 360 degrees to become a cylinder


1.Edit model panel 2. Model topology selection 3. Select the diamond slash

Floating model

Points to note: The model requires 2-pixel edges. The perfect floating structure is obtained after the turbine is smooth. The model floats on the surface of the model, leaving a little distance. The structure of the groove or protrusion should not be completely perpendicular to the normal direction, otherwise the effect will be worse when baking the normal.


Does not destroy the wiring of the model itself, which is easy to modify and can be deleted at any time


There will be some shadow errors when baking AO, and there will also be structural error shadows when rendering high polygons.

Method 2: Chamfer cut angle modifier, fast smooth model.

Chamfer modifier is a new modifier added by 3ds Max 2017. 3ds Max 2020 has some improvements. The functions are more practical. It can quickly smooth the edges of the model. Boolean and chamfer modifier can greatly improve work efficiency.

Method 3: 3ds Max 2019 CreaseSet + OpenSubdive


CreaseSet is new in 3ds Max 2017. With the CreaseSet modifier, you can create and delete multiple crease sets; you can also derive crease sets from the basic settings of the modifier stack; the application can work with multiple objects use.


The OpenSubdive tool added in 3ds Max 2016 is an advanced model mesh subdivision technology developed by Pixar. It is used to model and produce subdivision surface animation on massively parallel CPU and GPU buildings. OpenSubdiv in 3ds Max The implementation contains three modifiers: "OpenSubdiv", "Crease", and "CreaseSet". OpenSubdiv performs subdivision, smoothing, and creases, and Crease lets you programmatically select edges and vertices of objects and apply crease values to them.

Compared with the old version of Turbo Smoothing, the performance is N times higher. It turned out that adding Turbo Smoothing Machine two times would cause the machine to freeze. 3ds Max hardware requirements are relatively high. OpenSubdive saved 3d Max users.

3ds Max boolean + ZBrush boolean, Dynamax + polished

3ds Max Boolean: ProBoolean, select Compound Objects and ProBoolean.

  1. 3ds Max Boolean cut out the approximate model.
  1. Import ZBrush. Before importing the model into ZBrush, it is important to convert it to a quadrilateral (plus a quadrilateral modifier). Otherwise, the ZBrush model will be messed up.

ZBrush 2018 Dynamax, automatic smoothing

Some people may ask since ZBrush Boolean is so convenient, why do we still use 3ds Max Boolean?

Because the number of 3ds Max Boolean models is relatively low, and the number of segments of the subset model can be modified, simple modifications can be used as low modes, without re-topology, which is very convenient and improves work efficiency. KeyShot for 3ds Max rendering introduction

  1. Set the material ID in 3ds Max before exporting the model, and give the same material ID to the same texture structure
  2. Export OBJ format
  3. Import settings: keep proportion and fit the ground
  4. KeyShot 9 new features, AI noise reduction, rendering speed is super fast, usually in a few seconds to map.

The following are hard surface works made with 3ds Max,

To Make A Car Rendering Fog Scene With KeyShot 8


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This is a test about making a car rendering fog scene with KeyShot 8. The scene uses an already-built car scene. In the picture below, a bunch of white light produces some smog, or a sly beam, but this is added in photoshop, so it looks a bit Rigid, lacking some changes, it looks a bit fake.

Compare the effect of direct use of KeyShot 8 new material scattering medium, it is still natural. And test a variety of parameters, lighting, the final effect may be better, at present, a bit slow.

Below are some tests for some lighting collocation parameters. In the shadow channel rendered in the figure below, this shadow channel is the effect of using a HDR+ plane self-luminous + scattering medium. It can be seen that the fog effect is not obvious, there is a little bit, of course, with the scattering medium parameter density and visibility related.

Below is the rendering of the initial production. I haven't applied the render farm yet. I can see that there is basically no effect, and there is no real beauty at all. So next, you need to adjust the parameters and lighting mix to continue testing.

Next, test the spotlight and use a spotlight to illuminate it from the entrance. Everyone should have seen the spotlight on the stage. When the light is shining, you can see the light flowing under the light. This is to achieve this effect. As the image shown above, we need to increase the density and visibility of the scattering medium material, and set the color of the spotlight to yellow. At this time, the smoke generated by the scattering medium will also be affected by the spotlight and turn yellow. Then look at the rendered shadow channel map. As the picture shown below,

Let's take a look at the final rendering comparison chart. Original image as below:

HDR+ plane self-illumination + scattering medium, the rendering,

The KeyShot 8 scattering media material, with different lights, may have unexpected effects. Another feeling is that the scattering medium will affect the light receiving of the surrounding objects, and it also meets the influence of the fog environment on the visibility of the object in the real environment. In order to make the picture more realistic, it is recommended to use the render farm to make the effect more realistic.

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