V-Ray for 3ds Max Tutorial: How To Create a Sniper Robot
V-Ray for 3ds Max
In this production, I will explain how to create a sniper robot using the hard surface of 3ds Max, and include the texture and shader process. Hard surface modeling is also applicable to a variety of mechanical models, the main software used are 3ds Max, Photoshop, V-Ray and so on.
There is a general idea before the production, you can use the basic functions of 3ds Max to make a rough shape with a simple BOX, and adjust the shape and proportion on this basis. Be sure to adjust all of them before you start adding details. The order of this step is very important.
Basic model after adjusting shape and scale
Once all the basic model shapes and proportions have been determined, you can add details to the large model on this basis. As for the more detailed places, you can adjust after the completion of the big block.
Now that the important parts of the model have been completed, you can add details to these locations. For example, cutting gaps, adding screws and things that are common on mechanical parts.
As shown in the image below, most of them use bevels, edge extrusion, chamfering, etc. The tangent at the edge must pay attention to the position of the line to achieve a smooth effect.
In this project, some 3ds Max TurboSmooth modifiers were used. TurboSmooth is used to make some smooth surfaces very easy to use, but also to keep the face on the model to a minimum, and can also effectively reduce the final rendering time, if you want the work more realistic and speed up the rendering speed, you can use a , like Fox Renderfarm.
Making ammunition belt
This section is very simple, you can make a single model, then copy a few and group them into a group, and then use Path Deform Binding to transform. Here you can use the deformer to try to change the Rotation and Twist values to modify more shapes.
For UV, UV splitting can be done depending on the color of the model and the different materials. The model is divided into six textures，including body, outer body, internal parts and joints, wires, tubes, small pieces, details, screws and weapons.
Lighting and materials
First set a scene of HDRI lights, a fill light, a yellow fill light, a blue point light source, and then baked an AO map.
Make a texture in Photoshop:
- Draw a color layer for the theme
- Yellow details of the robot
- Use channels to increase rust details
- Make a peel on the robot paint
Finally, add some text and logo to the material, and finally use V-Ray to render.
How To Make a Green Bamboo Leaf Forest Cabin With 3ds Max And V-Ray
V-Ray for 3ds Max
This article is organized from Fox **Renderfarm**, the world's leading **render** farm**. It mainly teaches how to use existing models to make green bamboo leaf cabins. The main software used is **3ds** **Max**, V-Ray, Photoshop, etc..
After opening the model, first check and organize the model. After the group is set up, the angle is selected. After repeated comparisons, the following angles are selected:
Next, start to paste the material, the scene is small, the material is relatively simple, the effect is as follows:
The main material of the model is composed of three materials: wall and glass and wood. The parameters are as follows:
Wood material Next, start the lighting layout. First, create a vraysun as the main light source in the scene. Environment and reflection add an HDRI texture and use it as the background to get the following effects:
The lighting and environmental parameters are as follows:
The next step is to add plants. This stage has a great influence on the whole work. Therefore, it takes a lot of time to arrange and combine, including the spatial relationship of the whole scene, the relationship between each plant and the shadow relationship. Tested, scrutinized. Get the following effects:
The adjusted plant plane distribution is as follows:
Now that the scene has been completed, the effect is not bad, but the dark part is not well lit and the color is too dark. Therefore, we added a parallel lamp to the scene to add light to the dark part. The room also added a face light to reflect the space, and increased the dark part multiplication in the exposure control. The parameters are as follows:
Finally, the following effects are obtained, and then the big picture can be rendered. Everyone has their own big picture parameters. I won't go into details here, and I will use it with ease.
Next, go to the post adjustment section, here is the original rendering:
First make an overall adjustment to the rendered image, through soft light, color balance and other processing to get the following effects:
Then add a gray sky map to set a tone for the picture:
Then add a vignetting around, and spray some fog on the plants behind the building to increase the sense of space and emphasize the visual center of the picture:
Continue to darken the foreground and adjust the materials in the scene to make the relationship more reasonable and better integrated into the whole tone.
Next, spray warm light on the bright part to enhance the feeling of the sun. Then create a brightness contrast adjustment layer, as follows:
Create a color balance adjustment layer:
Add a little more exposure:
Then, copy one layer as a whole and the blend mode is soft light.
Finally, if you want to make the work more realistic and the light more natural, it is best to use cloud rendering service, time saving. The tutorial is for reference only. Maybe you can change other methods based on the above, such as using cloud rendering, it may be made. For more different works, get a free $20 free trial of Fox Renderfarm**. Author: Green Bamboo Leaves
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
A Teaching Of Making Broken Glass With Thinkingparticles
3ds Max Render Farm
This article will introduce the effects of glass breaks, using thinking particles to calculate the fragmentation and the rigidbody.
Firstly, the scene has a glass and a floor. Four binding dummy, two of which are used to control the speed direction of the ball. The other two binding dummy near the glass are used to generate particles (called impact), and in the next step we will use the impact particles to control the cutting of the glass by the volume breaker.
Secondly, use the Obj To Particle to eat the model of the glass into the tP.
- And then, produce the ball that flies from right to left.
At the two bonded dummy positions beside the glass, create impact particles for use as a volume breaker for cutting.
As seen from the image, the impact particles (purple)
- Let the frag fall under gravity
- Physical calculation of Rigidbody
Use a volume breaker to cut the glass, where the Cells use the particles of the impact, so that the debris will be denser near the bound dummy, rather than evenly cutting the glass. The fragments cut out using the Cells particles are more realistic.
8.Set the animation keyframe to Freeze to produce the effect of breaking the glass in slow motion.
Referral from: Hammer Chen