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
- 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
- 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.
- 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,
- 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.
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.
The overall preview effect of the scene.
Author: Zhepu Wu
How To Submit 3ds Max Task On Render Farm
This is a tutorial show you how to submit 3d 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: Login Enter 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). Step5 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. Step6 Download Image. Tick done jobs, click Download to a local folder.