How to Make A Stylized Gun with 3ds Max

2021-05-06

3ds Max Render Farm

Fox Renderfarm, the best cloud rendering service provider in the CG industry, this time brings you a sharing from 3d artist CGW on how to use 3ds Max to make a stylized gun, I hope it is helpful for beginners of 3ds Max.In this 3ds Max tutorial, CGW will show how to use 3ds Max to make a stylized gun, and in this process, it will show the main production process and some points that need attention in the production, and explain in detail some model making basic knowledge. There are not too many plug-ins used in the production. The concept of this stylized gun comes from a concept map of a game on the Internet.!How to Make A Stylized Gun with 3ds Max-4!How to Make A Stylized Gun with 3ds Max-27!How to Make A Stylized Gun with 3ds Max-7 ModelingFirst, we used very simple boxes and shapes based on the concept map and built all the structures by pushing and pulling. These are all based on reference diagrams and do not require much additional thinking. The important thing to pay attention to in production is the proportion, so we spent a lot of time adjusting to ensure the accuracy of the model. Finally, we copied a model as a backup to facilitate the later production of high-poly models.!How to Make A Stylized Gun with 3ds Max-23There are many points to pay attention to when making high-polygon models. Especially for beginners, you must first understand Mesh Manipulation and ensure that the mesh is correct to make the correct effect, such as the size of the chamfer.!How to Make A Stylized Gun with 3ds Max-15When making a curved surface, please try to keep the quadrilateral lines evenly distributed. The surface of the quadrilateral is relatively smooth. Triangular and multi-sided surfaces are likely to cause unevenness.!How to Make A Stylized Gun with 3ds Max-13In the chamfering or turning point, avoid the appearance of the surface above the quadrilateral. If so, please try to place it in a flat place, otherwise, it will cause unevenness in the turning area.!How to Make A Stylized Gun with 3ds Max-18Where there is an interface, try to ensure the loop of the line as much as possible to facilitate chamfering or adding lines during subsequent adjustments.!How to Make A Stylized Gun with 3ds Max-10Be sure to avoid that all the lines cannot be at one point. You can use the method on the right to make it, and it will be more convenient in post-production.!How to Make A Stylized Gun with 3ds Max-28For partial chamfering, in order not to affect other places, you can separately cut the part and add the thread separately and adjust it separately.!How to Make A Stylized Gun with 3ds Max-25When making some shapes with multiple blocks, try to use multiple models to stitch together instead of directly squeezing and stretching on one model. Combining models can save time and make it more convenient in the later UV and texturing stages. Real things are mostly made up of combinations.!How to Make A Stylized Gun with 3ds Max-19If it is troublesome to make certain structures, you can consider using other methods instead. For example, some screws and spiral gaps, etc. (the production of high polygons is ultimately for baking textures, not for final use).!How to Make A Stylized Gun with 3ds Max-21!How to Make A Stylized Gun with 3ds Max-20When making some curved surfaces, hollow out on the basis of keeping the curved surface smooth, and as much as possible to ensure that the surface of the model after the hollowing out will not be deformed.!How to Make A Stylized Gun with 3ds Max-26When making some very small bumps with high models, some vertical lines are best to make them inclined planes, while some low-poly models do not need to be made at all. As you can see, the vertical surface is tilted on the left so that the baked result will be more obvious. The error demonstration is on the left.!How to Make A Stylized Gun with 3ds Max-22Here are some line references for every one!How to Make A Stylized Gun with 3ds Max-12!How to Make A Stylized Gun with 3ds Max-17!How to Make A Stylized Gun with 3ds Max-16!How to Make A Stylized Gun with 3ds Max-24Finally, we completed the production of the overall model and modified all the details of the model. This part is where the most time is spent.The completion of the high polygon is as shown below.!How to Make A Stylized Gun with 3ds Max-14 UVSMatch the low polygons and high polygons copied before, so that the arc surface maintains a large number of line segments to have a perfect smooth effect, and ensure that the baked texture does not appear obvious wavy lines. The lines of the plane structure need to use as few lines as possible and keep them average.!How to Make A Stylized Gun with 3ds Max-3When the UV is unfolded, if there is a right or acute angle, please try to disconnect them. In small areas, too many lines will also affect the flatness of the surface. Especially when placing UVS, try to place them reasonably to avoid the waste of ID. It should be noted that some shared and symmetrical models should not overlap before baking.!How to Make A Stylized Gun with 3ds Max-5When dealing with UVID and distinguishing smooth groups, remember: UV must be disconnected where hard edges are maintained, and smooth groups (soft and hard edges) are divided according to UV.!How to Make A Stylized Gun with 3ds Max-3!How to Make A Stylized Gun with 3ds Max-8!How to Make A Stylized Gun with 3ds Max-6 BakingBaking can be done in many ways (plug-ins, software), and they all have different advantages. You can choose your favourite software for baking. After baking the UVS, I adjusted the texture and gave another material to part of the handle based on the concept map. The west is the final result.!How to Make A Stylized Gun with 3ds Max-9!How to Make A Stylized Gun with 3ds Max-4!How to Make A Stylized Gun with 3ds Max-7Fox Renderfarm hopes it will be of some help to you to make stylized in 3ds Max. As you know, Fox Renderfarm is a TPN-accredited cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!


3ds Max Modeling Tutorial: Hard Surface Modeling (3)

2020-10-10

3ds Max Tutorials

For example, if we want to make such a more complicated robot model, what should we do? StructureBuild a rough head model structure, paying attention to the overall proportional structure. First of all, don't rush to make a detailed structure, we must first build the overall outline of the model.!3D Tutorials Hard Surface ModelingIn this way, the key structure of the model is roughly constructed, without worrying about the details of the model, just the simplest geometry. For this model, it is a symmetrical structure, so we only need to make half of the head, and then copy the other half with symmetry. After ensuring that the proportional relationship is basically accurate, we can move on to the next step. DetailsRefine the preliminary model, and further make the topological structure, pay attention to the quasi-structure line with uniform and appropriate wiring. The next step is to add details, follow the reference to make some lines of the concave and convex structure of the model, this step needs to be as accurate as possible. The surface and line parts need to be as reasonable as possible,More subdivision is needed for smooth areas, less subdivision for flat areas, and the curvature of the model is adjusted.Finally, the topological structure of the model is made. The following is to make the topological structure of the model.!3D Tutorials Hard Surface ModelingFor this model, it is more complicated, and the key consideration is the red shell part. Although the other parts look complicated, they are actually composed of relatively simple small parts, which are easier to handle.!3D Tutorials Hard Surface ModelingContinue to add details and deal with parts of the hard surface model. Since there are many problems will be encountered at this stage, adjustments and changes are required.!3D Tutorials Hard Surface ModelingTips: During this process, we can press the Q key to quickly open and close the subdivision surface to check the effect of the model.After that is the production of eye sockets, ears and other structures. These are not difficult, but require patience and time. Finally, some small parts will be added to perfect some deficiencies.!3D Tutorials Hard Surface Modeling!3D Tutorials Hard Surface ModelingNow the model is basically completed.!3D Tutorials Hard Surface ModelingFox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!


3ds Max Modeling Tutorial: Hard Surface Modeling (2)

2020-10-09

3ds Max Tutorials

According to the principle mentioned above, the closer the line is, the harder the structure.!3D Tutorials Hard Surface Modeling Diamond structureThe diamond structure is a very important and practical technique in modeling.!3D Tutorials Hard Surface ModelingThe shield model and the top six lines finally converge on the bottom corner. Because the upper part of the shield is a relatively wide structure, we need more faces to form its structure. But the bottom corner is a very small structure, and we don't need so many faces. This wiring will make the bottom surface look very crowded, wasting a lot of surfaces, and it is also very inconvenient for subsequent modifications. So, how should we optimize the lines here? This requires the so-called diamond structure.!3D Tutorials Hard Surface ModelingAfter the modification, the upper part of the model still has six faces, but at the bottom corners, there is only one face. Such lines are evenly distributed on the model. By using the diamond structure many times, the number of faces can be gradually reduced, and the wiring of the model can be more optimized.At the same time, the diamond structure can not only play the role of lowering the surface, but also can play the role of raising the surface. If we look at the wiring in reverse, it actually starts from the bottom side and gradually increases the number of sides to the top six sides. We must flexibly use the positive and negative effects of the diamond structure according to the different situations of the model. SemicircleSometimes the model may need to have some very regular structures. For example, this model has a semicircular structure on top and bottom. The best choice is to use some basic shapes to make it. The cylindrical shape is probably used the most.!3D Tutorials Hard Surface ModelingFirst create a cylinder and adjust the size of the lower cylinder. The parameters here are set as integers as much as possible to facilitate the matching of the size of the lower cylinder. At the same time, it needs to reduce the number of segments of the cylinder, so there is no need for so many segments, leaving 12 segments.!3D Tutorials Hard Surface ModelingDelete the unused half of the surface and extrude the structure below; create a new cylinder, reuse the shape again, adjust the parameters of the bottom cylinder, and pay attention to matching the size of the structure above.!3D Tutorials Hard Surface ModelingThen we can select all the lines at the break and use the stitching tool to connect the two structures. The last is some follow-up work, cleaning up the number of faces and so on.!3D Tutorials Hard Surface ModelingNow follow the best CPU&GPU render farm to the next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (3)").


3ds Max Modeling Tutorial: Hard Surface Modeling (1)

2020-09-30

3ds Max Tutorials

The fast and affordable cloud rendering services provider, Fox Renderfarm still share with you 3ds Max modeling tutorials. In this project, we will learn to use 3ds Max's hard surface modeling technology to practice making a robot head. In this process, we will also explain some points that need to be paid attention to in the production. NURBSWhen using NURBS to make a model, the position of the point and the distance between the points determine the curvature of the NURBS. The closer one point to another, the harder the structure.!3D Tutorials Hard Surface ModelingThis is a figure drawn by NURBS. The mode of the spline is B-spline. Five key points constitute this figure.!3D Tutorials Hard Surface ModelingNext, start drawing with polygons and place the five points of the polygon at the same positions as the five vertices of the B-spline, and finally add subdivisions.At this time, it can be found that the curvature of the graphics obtained by using polygons and subdivision surfaces is almost the same as that of the graphics drawn by using splines. Therefore, the principle of modeling using subdivision surfaces is similar to that of drawing splines. Editing the point, line and surface of a polygon is actually the same as using a pen to draw lines in PhotoShop. The steps are to draw the key points on the structure first, and finally get a smooth surface through these points.The above graphics are very smooth, so what should we do if we want the structure of the model to look harder?In fact, the method of making splines in B-spline mode is the same. Just add one or two points close to it next to the hard point, and the structure will become hard.!3D Tutorials Hard Surface ModelingThe figure below is a combination of polygons and subdivision surfaces. Similarly, as long as you add two very close points on the edge of the hard point, the result is the same.Therefore, when modeling with subdivision surfaces, the closer the points are, the harder the structure. Four-sided PrincipleAn important principle of polygon modeling is to try to ensure that all faces are four-sided faces, and avoid triangular faces and faces with more than four sides.!3D Tutorials Hard Surface ModelingThe reason is simple. When adding subdivision surfaces to the model, if there are triangles and more than four sides on the model, the result may be very bad.!3D Tutorials Hard Surface Modeling-16 PointsIn a polygon mesh, if a point is connected to more than four edges, it is easy to make the surface of the model not smooth, so there should be as few such points in the modeling process. If this point cannot be avoided, it can be placed in an unimportant place or on a flat surface.!3D Tutorials Hard Surface ModelingAs shown in the figure, this point is just on the middle crease line, resulting in an ugly pothole in the middle of the model. But if moved to the plane, there is no problem.!3D Tutorials Hard Surface ModelingNow please follow the best CPU&GPU render farm to our next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (2)").


How to Make a Sci-fi Spaceship with 3ds Max (2)

2020-12-16

3ds Max Tutorials

The best CPU&GPU cloud rendering service provider, Fox Renderfarm, is still sharing with you the production of how to make a Sci-fi spaceship with 3ds Max.- How to Make a Sci-fi Spaceship with 3ds Max (1)") RenderingThe background production directly used a previous project and made some modifications according to the reference diagram. The lighting adopts the sunlight and skylight of V-Ray. When rendering, the spaceship and the background are rendered in layers, and the background does not require too high parameter settings.The final rendering of the background:!How to Make a Sci-fi Spaceship with 3ds Max -18!How to Make a Sci-fi Spaceship with 3ds Max -4The sky in the background is not directly rendered, but a sky map is directly synthesized in Photoshop. What needs attention is the color of the water surface. If the sky is blue, then the water, buildings, and especially the reflection-sensitive things in the scene must be changed to blue.!How to Make a Sci-fi Spaceship with 3ds Max -8After background synthesis:!How to Make a Sci-fi Spaceship with 3ds Max -19The last is the rendering and post-production of the main spaceship.The rendering settings of the spaceship are the same as those of the background. Several important points to note are.First of all, the material of the spaceship is a reflective material similar to car paint, so the layout of the environment is to better reflect the texture of the car paint. When I tried to render the car paint in the initial stage, it felt very fake, without texture, and the actual material is not necessarily the material. It is not adjusted properly, but it just ignores the influence of the environment on the reflective material.At the bottom of the spaceship, I made a "plate" whose function is to give a darker reflection to the bottom of the spaceship to achieve the effect of the virtual ground. The key point is to pay attention to the height, and remember not to exceed half of the spaceship.!How to Make a Sci-fi Spaceship with 3ds Max -22The final rendering effect:!How to Make a Sci-fi Spaceship with 3ds Max -6It can be seen that the background and the spaceship are too integrated. Next, I used a few basic tools to adjust the color of the entire scene. After adjusting the color, it can be seen that the sky contrast has been strengthened and the overall tone has been unified.!How to Make a Sci-fi Spaceship with 3ds Max -17Finally, add some small details: add lights.!How to Make a Sci-fi Spaceship with 3ds Max -12 ConclusionThe above is the whole process of making the fish-shaped spaceship with 3ds Max. We hope this tutorial can be of some help to you. As the leading cloud render farm service provider, Fox Renderfarm, continues to bring you the latest news about 3D art! Thank you for reading!


How to Make a Sci-fi Spaceship with 3ds Max (1)

2020-12-14

V-Ray for 3ds Max

The best CPU&GPU cloud rendering service provider, Fox Renderfarm, is sharing an article for you this time on how to make a fish-shaped spaceship with 3ds Max. IntroductionThis work is inspired by spoons. One day, I saw the spoons when I was eating in the restaurant, I suddenly felt that the spoons turned upside down looked like some kind of fish, and some of them looked like a science fiction-style spaceship. Suddenly I wanted to make this inspiration into a spaceship that can travel in the sky and water. Part 1. ModelingAfter returning home, I spent one night combining some handsome sea creatures, such as whales, sharks, etc. and drew this manuscript with a pencil. Later, I thought the shape looked good, and finally decided to make it into a model with 3ds Max.!How to Make a Sci-fi Spaceship with 3ds Max -2The next step is more challenging for me because it is very challenging to make a 2D concept map into a 3D model. In particular, the 2D concept map will only serve as a reference work, while other angles and details need to be found from references and other materials. The road to spaceship design has just begun.!How to Make a Sci-fi Spaceship with 3ds Max -15!How to Make a Sci-fi Spaceship with 3ds Max -21In the production, I constantly modify the details, such as changing the original single tail to a double tail. I also tried to add a co-pilot position next to the tail, but after adding it, it felt unreasonable. Later, the cockpit was changed to a jet engine compartment. Two red fuel tanks were added on both sides of the tail (although some people say they are like batteries)!!How to Make a Sci-fi Spaceship with 3ds Max -16!How to Make a Sci-fi Spaceship with 3ds Max -13All models are not very difficult, but they are constantly adjusting their shapes during the production process. But this may have something to do with the person who made it, and I like it very much from the angle in the picture below, the eyes look very imposing.!How to Make a Sci-fi Spaceship with 3ds Max -11Because I have previous experience in industrial design, the design of the spaceship engine is not too difficult for me.!How to Make a Sci-fi Spaceship with 3ds Max -1!How to Make a Sci-fi Spaceship with 3ds Max -9!How to Make a Sci-fi Spaceship with 3ds Max -3The final model is completed! As long as the overall shape and parts are reasonable, well, the overall shape looks streamlined and comfortable.!How to Make a Sci-fi Spaceship with 3ds Max -14!How to Make a Sci-fi Spaceship with 3ds Max -10 Part 2. TexturingWhen designing the concept map, I have already considered the material of the spaceship. First of all, the main body of the ship is made of car paint, which is very common in industrial styling, and it is not very difficult to make.The texture of the spaceship mainly uses the standard material of V-Ray, and then some blending. This part is mainly to add different materials and textures to the 1 and 2 masks in the mixed material. The important point is that the "Falloff" map is used in the mask, and the default color sorting of attenuation is white on black. Here you should use the invert button to reverse it and turn it into black on white.1. The setting of "Material 1" is relatively simple. It is the color displayed in the dark part after the "Attenuation" mask, so the color is black (or a dark color in a certain color system, which is close to black). "Diffuse" is pure black and "Reflection" is pure white, which means 100% complete reflection. Pay attention to check Fresnel reflection. Keep the refraction options as default.2. "Material 2" is relatively complicated. The reason for saying this is because the material in Material 2 is the "Shellac" material. You should know that its function is to change the color, highlight, and Reflection of "Base Material" and “Shellac Material”, and mixed them by the value of "Shellac Color Blend".In fact, the settings of the two materials are almost the same, but it should be noted that the diffuse color of "Shellac Material" is the color of the car paint. For example, if you want the model to be yellow, then change it to yellow here. And the diffuse black of "Base Material" is an attenuation color, so that the material can richly reflect the contrast of different angles.!How to Make a Sci-fi Spaceship with 3ds Max -20Follow the leading cloud render farm, Fox Renderfarm, for the next part: How to Make a Sci-fi Spaceship with 3ds Max (2)").


3ds Max Tutorials: CG Production Process of The Iris Flower

2020-06-18

3ds Max Tutorials

In this article, the best CPU & GPU render farm service provider, Fox Renderfarm, will share with you the method of making iris flower in 3ds Max.There are lots of flowers in Japan that are in the darkest seasons. The iris flower, which is the motif of this work, has a very excellent silhouette in terms of design. At first glance, it looks complicated, but the three petals are in perfect balance. Method 1: Boy's FestivalSince we have made “carp streamers” and “helmets” as motifs that represent the “Dano Festival” that is an event in May, we chose “iris” which is the seasonal flower this time. I thought of "May dolls", but I wanted to create a more mature image. By the way, there was a flower that was displayed with the May doll, what kind of flower was it? Although it is a memory that is not clear, when you actually see it, it reminds you "Oh, yes." Iris, iris, oysters. These are seasonal flowers that represent Japan, but at first glance, they all looked the same and were indistinguishable. However, the flow of petals and veins of leaves is so beautiful that it makes me think about the transmission of life. Is it possible to replace these organic designs with functional and mathematical expanses with inorganic designs?!3ds Max Tutorials CG Production Process of The Iris Flower Method 2: Until you are satisfied!3ds Max Tutorials CG Production Process of The Iris Flower▲ Now I can easily draw rough sketches with various software, and recently I'm used to sketching in 3ds Max.!3ds Max Tutorials CG Production Process of The Iris FlowerEven if I say ▲, just changing the tool is no different from the conventional sketch on paper, and I will sketch a lot until I am satisfied.!3ds Max Tutorials CG Production Process of The Iris Flower▲ The advantage of 3d Max sketch is that you can combine analog hand-drawing and procedural methods in various ways.!3ds Max Tutorials CG Production Process of The Iris Flower▲We will create the prototype of the petal parts while considering the flow.!3ds Max Tutorials CG Production Process of The Iris Flower▲It is a model of petals that is the base. This isn't really used, but it's the basis.!3ds Max Tutorials CG Production Process of The Iris Flower▲The basic iris flower is "every three". Check the balance with the layout of the three petals. Method 3: Creating scenes that leverage the strengths of generalists 1: Seasoning factor!3ds Max Tutorials CG Production Process of The Iris Flower▲I will give each petal a practiced line.!3ds Max Tutorials CG Production Process of The Iris Flower▲The lines are similarly applied to the leaves and stems to create a cohesive work as a whole.!3ds Max Tutorials CG Production Process of The Iris Flower▲ As a slight flavoring element, we add granular particles to the veins to add variation to the texture.!3ds Max Tutorials CG Production Process of The Iris Flower▲ The design of different complicated veins is included to the extent that it remains slightly visible.!3ds Max Tutorials CG Production Process of The Iris Flower▲The elements that are added little by little increase the overall balance and perfection. 2: Composite for softness!3ds Max Tutorials CG Production Process of The Iris Flower▲ The rendering lighting was intentionally darkened. This is because these light shades are easy to blow out.!3ds Max Tutorials CG Production Process of The Iris Flower▲ Add subtle reflective materials to improve the details.!3ds Max Tutorials CG Production Process of The Iris Flower▲Combines flares for a softer overall look.!3ds Max Tutorials CG Production Process of The Iris Flower▲ This time I rendered in 8K. Delicate lines and grain expressions are very effective at 8K size.!3ds Max Tutorials CG Production Process of The Iris Flower▲ The final layout was shortened to 4K and trimmed. ConclusionThe above is the whole process of making iris flower in 3ds Max. We hope this tutorial can be of some help to you. As the leading cloud rendering service provider, Fox Renderfarm continues to bring you the latest news about 3D art! Thank you for reading!*This article is reprinted from the monthly "CGWORLD + digital video" vol. 262 (June 2020 issue)


3ds Max Tutorials: 3D Toilet Scene in Silent Hill (1)

2020-08-25

3ds Max Tutorials

Today your TPN-Accredited cloud rendering service provider, Fox Renderfarm will share with you a toilet scene made with reference to the horror and thriller game Silent Hill. The process is from the original painting to the 3ds Max model production, then to the texturing in Substance Painter, and finally the Marmoset Toolbag for rendering. Let’s have a look at the final effect:!3ds Max Tutorials 3D Toilet Scene in Silent Hill-8Software used: 3ds Max, ZBrush, Substance Painter, Photoshop, Marmoset ToolbagHow long does it take: one and a half weeks IntroductionThis is a personal project for practice, the purpose is to learn some new skills and improve workflow, and make your work better.In this project, the production is not so difficult, but the texturing and rendering took a lot of time. A lot of tests were carried out in these two stages, and the most perfect results were obtained. And through texturing in Substance Painter production and rendering with Marmoset Toolbag, the overall thrilling atmosphere of the scene is perfectly displayed, making people feel as if they are on the scene at a glance.The whole production process is divided into five parts: target, modeling, UV, texturing, rendering, etc. ModelingThe scene is based on the original setting of the game scene, so the model production is not too difficult. In the early stage, I first decide the angle of the scene, and then increase or decrease the number of model faces according to the distance from the scenes.First import the image into 3ds Max, build the entire room with simple shapes and then start adding props and details. For the smaller details, such as the breakage and cracks of the wall tiles, they are all made by Dam Standard brush, OrbFlatten_Edgeprotect, and Alpha.Part of the details after the carving is completed:!3ds Max Tutorials 3D Toilet Scene in Silent Hill-12!3ds Max Tutorials 3D Toilet Scene in Silent Hill-4!3ds Max Tutorials 3D Toilet Scene in Silent Hill-14 UVMost of the work in the UV part is relatively simple, and the most difficult part is the broken tiles and gravel falling from the ground.1. The small pieces are baked as much as possible in the post-production2. Reduce the number of faces of other models that are not part of the visual center3. Use the correct model resolution to make the size of the texture, etc.Follow the leading cloud render farm, Fox Renderfarm, for the next part: 3ds Max Tutorials: 3D Toilet Scene in Silent Hill (2)").


3ds Max Tutorials: 3D Toilet Scene in Silent Hill (2)

2020-08-26

3ds Max Tutorials

Your TPN-Accredited cloud rendering service provider, Fox Renderfarm still shares with you a toilet scene made with reference to the horror and thriller game Silent Hill. - 3ds Max Tutorials: 3D Toilet Scene in Silent Hill (1)") TexturingIf you want the scene to look real, the production of normals and textures is very important, especially the normal mapping, which can record the details of the high-variable polymorphism perfectly. The details here refer to the normal mapping with bump information, color mapping, metallic mapping, roughness mapping, and others. After the baking is completed, import the low poly model into Substance Painter for material production, adjust the parameters of various materials, increase the details of the texture, such as dirt, wear, and cracks, to show a more realistic effect.To make the dirt on the ground, first, fill the model with the original color based on the ground color of the original painting, and then use channels to fill a layer of dirt in the dark and bright parts:!3ds Max Tutorials 3D Toilet Scene in Silent Hill-6Then fill with a layer of roughness and bloodstains;!3ds Max Tutorials 3D Toilet Scene in Silent Hill-2 Roughness of Tile!3ds Max Tutorials 3D Toilet Scene in Silent Hill-9!3ds Max Tutorials 3D Toilet Scene in Silent Hill-11The effect of the texture refers to the actual falling off the situation of tile, adding the inherent color, dark part, and bright part as above, and adding soil, moldy stains, dust, etc. with Alpha as a new filling layer. Wall CracksObserve the color of the cracks on the wall of the original painting, and create a new filling layer to fill the natural color, the dark part of the crack, and the bright part of the wall.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-7Now you can see the color of the wall, and then depreciate the wall and add stains. In order to be more detailed, you can add moss material to the cracks to highlight the age of the scene.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-17After determining the texture style of the wall, you can make some personalized adjustments, such as adding some bloodstains, blood handprints, graffiti, etc. to highlight the style of horror and thriller.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-17The same steps were performed on other walls.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-10 Lighting Rendering1. The most important factor affecting the rendering effect of the overall scene is the lighting. First, enable lighting, global illumination, and ambient occlusion effects.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-52. Main camera options, change the field of view and adjust the effects of sharpness and noise.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-33. Import the model and load the texture. The gloss channel must remember to invert the rough texture.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-14. Change the angle, adjust the brightness of the background to achieve the desired environmental lighting effect, and then add lights to illuminate the object and corners through multi-angle observation to show the clear structure of the object, the roughness, and details of the surface texture. Remember to add light used for basic lighting.!3ds Max Tutorials 3D Toilet Scene in Silent Hill-0Now that the production of the scene is basically completed, you can also try to make a browsing animation of the camera. ConclusionThe above is the whole process of making the horror toilet scene of Silent Hill. We hope this tutorial can be of some help to you. As the leading cloud render farm service provider, Fox Renderfarm continues to bring you the latest news about 3D art! Thank you for reading!


A Sharing of the Process of Copying the Scenes of Uncharted: The Lost Legacy

2022-05-07

3ds Max

!Copying the Scenes of Uncharted The Lost Legacy 2 Part 1. Reference and Task AllocationThis scene was created using the PBR (Physically-Based Rendering) process, using 3DS MAX for the frame and base, ZBrush for the high poly model sculpting, Substance Painter for the textures, Photoshop for the materials and Marmoset Toolbag 3 for the final rendering.As it is a multi-person collaboration, assets need to be allocated upfront, and the scene assets are divided into 5 parts by analyzing the original paintings:1. Principal object and vegetation;2. Pillars & Grounds;3. Side fences with canopies and props;4. Top wall;5. Dome and set decoration.They completed these tasks separately first and then combined them in the correct proportions. To ensure that all the proportions remained correct, they first built the whole scene using a simple model.!Copying the Scenes of Uncharted The Lost Legacy 3 Part 2. Modeling & SculptingThe Main Part: The stone elephant is the most important object in the scene. I first used 3DS MAX to create the Blockout and then went directly into ZBrush for high poly modeling. The difficult part of this process was the physique of the statue and the decoration of the body.Pillar and Ground Sections: Using 3DS MAX to create the stone pillars and ground. The stone pillar and the ground are the parts of the scene that take up the most space. The stone pillar also determines the height of the scene, so the pillar needs to be carefully compared with other objects in terms of scale to get a relatively accurate size. The floor is made up of many bricks and is relatively simple, so making the floor was relatively easy.Side Fences and Canopies and Props Sections: This part of the model was all made using 3DS MAX. The important thing about the fence section is the dimensions. As the fences need to be attached to the stone columns, the length of each different fence has to be analyzed.The Dome and Scene Decoration Sections: the Dome and Scene Decoration Sections: they were made in 3DS MAX throughout, with the size of the dome model determined by the frame and the smaller statues sculpted directly in ZBrush.!Copying the Scenes of Uncharted The Lost Legacy 4Most of the high model production is sculpted in ZBrush. For some simple fragmented models, the high poly models were first made in 3DS MAX and then the details were sculpted in ZBrush. As some of the models in the scene have a large number of patterns on them, these are sculpted. Stone Statue Sculpting:!Copying the Scenes of Uncharted The Lost Legacy 5The most important thing about the stone statue is the proportions. The head is separate from the limbs to make it easier to adjust the proportions. The hand prop is made in 3DS MAX, when making the hand you need to pose the way you want, a separate model is easier to adjust (you can take a photo of your own hand for reference).PS: Be sure to pay attention to the accuracy of the scale of the model. Pillar and Other Props Sculpting:!Copying the Scenes of Uncharted The Lost Legacy 6!Copying the Scenes of Uncharted The Lost Legacy 7The models sculpted in ZBrush, they are made with so much detail that the number of faces of the model is very large:!Copying the Scenes of Uncharted The Lost Legacy 8topologyIn order to make the final integration smooth, they need to create a clean topology of the model and in order to have a perfect topology, a lot of patience is needed to achieve the best model with the minimum number of faces.There are a few points to note:1. Make a little more face number of external surfaces and not to make some small internal structures.2. Try to make the wiring as neat and easy to modify as possible.3. Minimum face number!!Copying the Scenes of Uncharted The Lost Legacy 9For this kind of cylindrical model you can just adjust it in 3DS MAX, deleting the extra lines that do not affect the structure.!Copying the Scenes of Uncharted The Lost Legacy 10After subtracting the excess lines and surfaces it is time to work on the UVs.The most important thing is to make the UVs of the models in the visual center and those with a lot of details larger, in order to ensure that the textures are clear. After this, the most difficult part is the baking of the normal maps, which will affect the rendering results.!Copying the Scenes of Uncharted The Lost Legacy 11 Part 3. Material ProductionThe materials were made using Substance Painter and Photoshop, but the majority of them were made using Substance Painter. The main materials are stone and brass.!Copying the Scenes of Uncharted The Lost Legacy 12!Copying the Scenes of Uncharted The Lost Legacy 13The materials are divided into several parts, and if you get the basic materials right, there will be no major problems with the rest, and the final render will not be bad.1. Basic Materials:The basic materials are the most crucial, if the basic materials are not done well, then a lot of things are wasted. The basic materials need to be distinguished from the textures, such as it is iron, bronze, wood, painted metal, stone, etc. The role of the material is to give a sense of the texture of the model.2. Surface WearTo create traces of use of the material, some wear and tear bumps are added to give the model the look of time.3. RelationshipsPay attention to the relationship between objects and objects. Make the area where the two parts link a little more natural, and also highlight the volume of the model.4. Roughness VariationThe same thing with different variations of roughness will make the prop material more realistic and rich.5. StainsThe main purpose of stains is to show the detail of the object and also to emphasise the relationship of the object. Everyone's habits are different so it's not always the best approach. Making materials is still quick. Volume, roughness variation, texture and detail are like painting. You need to know how they relate to each other in order to create small details.6. Rendering!Copying the Scenes of Uncharted The Lost Legacy 14For the rendering they used Marmoset Toolbag 3, and there are some things to be aware of in terms of lighting. For example, the lighting should not appear in places too dark and try to make the subject as bright as possible.A three-point light source is not really just three lights, a three-point light source is three things:1. Primary light source2. Auxiliary light source3. BacklightingThere are several lights in each of these three points. As in the case of auxiliary light; we see a white reflector in addition to the light from the sun when taking photographs. The auxiliary light serves to make a natural transition between dark and light areas, and also to reflect the details of the dark areas, so the auxiliary light source is equivalent to a reflector. But when rendering the light you can play more lights to illuminate the dark parts, not just one light alone.Backlighting is actually contour lighting, it's all about making the outer contours come through. The way to do this is to put it on the back, and this can be done by trying to add a couple of spotlights to brighten up the important areas.In addition to this, you can also vary the colour of the lighting to give a contrast between warm and cold scenes, or to create atmosphere. For example, if you want to highlight the subject, then add a warm light above the subject thus giving it a little color change. ConclusionThat's all the information about the production of the scene of Uncharted: The Lost Legacy that the leading cloud rendering service provider, Fox Renderfarm has shared with you. We believe that anyone who encounters difficulties and then solves them will definitely keep moving forward. Thank you for reading!The final result:!Copying the Scenes of Uncharted The Lost Legacy 15


How to Make a Beautiful Elf Mage in 3ds Max Step by Step?

2022-05-06

3ds Max

How to Use 3ds Max to Make a Beautiful Elf MageMaking an elf mage is certainly not easy, but if you put some time into it, then you will certainly be able to create a perfect elf mage just for you.The specific steps are as follows:1. Human ModelThe author has used a previously stored human model. The scale and style of this model is very close to the 2D concept art. This human model is tall, with a slim waist, long legs and a concave shape, however, the disadvantage is that the muscles need to be adjusted.2. Face MakingTry to adapt the appearance to a more 2D concept.3. Equipment BuildingThe proportions of the equipment should be appropriately sized and layered, and the metal structure should be careful not to be too thin, otherwise it will not look heavy enough.4. FoldsPay attention to the neatness of the folds of the clothes, the folds should be painted in a natural way, but also to the variation of the shades of the texture, to have a layered look, not too messy and not too uniform. Part 1. 2D Concept Art and ReferencesBefore making the elven mage, the author searched for a large number of other artists' works as a reference according to the concept art. After all, good references are not only much more efficient, but you can also learn good production methods from them.!Make a Beautiful Elf Mage in 3ds Max 2!Make a Beautiful Elf Mage in 3ds Max 3!Make a Beautiful Elf Mage in 3ds Max 4!Make a Beautiful Elf Mage in 3ds Max 5 Part 2. Body Proportioning/Mid PolyA proper human model is the basis for making a good model, which can greatly improve efficiency and save time in production. As shown in the picture below, the author has adjusted the proportions of the ear part and some of the body.!Make a Beautiful Elf Mage in 3ds Max 6From the concept art, the proportions of the character's body are exaggerated, with a small head, long legs and a tall body, so the author used masks to modify the proportions of her body.- Turn on the mask and click on the feathering mask so that the proportional adjustment is not too stiff.- You need to be careful not to destroy the structural wiring of the prime model, especially the face of the model. Be careful that the back mask brush is turned off at the mouth to avoid misalignment, this setting is very commonly used to avoid some areas being misaligned.The sculpting of the face is very important and is adjusted throughout the production of the model, the beauty of the face sculpting determines the quality of the model. The sculpting of the face needs to be constantly adjusted to the original drawing. The structure of the female face is not obvious, but it still needs to be shown. It is only the degree of expression that makes the difference.The modifications to the body structure and proportions were probably the most difficult part of the model for the author, as he wanted to keep the structure as close to the concept art as possible, and although the character was wearing clothes, he still had to sculpt the muscles of the torso to ensure that the clothing and equipment would fit and match the character's temperament when added.- Structures can be generated in the mask position using the Extract+ plugin!Make a Beautiful Elf Mage in 3ds Max 7Tips: Mask drawing shapes - using Extract + Plugin to generate structures Part 3. High Poly/Hair/PleatsAfter building the model of elven mage in 3ds Max, we can go directly into Zbrush to make edge adjustments. The advantages of this production method are the following:1. The softness of the sub-tool structure can be adjusted by adjusting the fold level.2. It is possible to fold the edges with one click, which increases efficiency and makes it easy to modify the edges even if they are not satisfactory.4. Once the mid poly has been built, it is time to fold the edges, add subdivisions and sculpt the high poly. To ensure the neatness of the character, we can turn on the stroke - LazyMouse - to adjust the delay step and delay radius.The majority of the character's equipment is hard structured and although no obvious breakage or textured structure is visible in the original painting, we still need to sculpt some textures to show its materiality, to give the character more richness and texture, and the hard structure build needs to show a sense of layering.!Make a Beautiful Elf Mage in 3ds Max 8The engraving of the cloak is very time consuming and although it is made of fabric, it requires a very high degree of workmanship and the process of making it is as follows:Alpha (import) - turn vertically - press Alpha Mask - distort - expand/balloon upOnce the general shape was created, it was textured and sculpted, and the author found the following image as his reference:!Make a Beautiful Elf Mage in 3ds Max 9The model initially felt stiff when it was created as shown above. The cloak was so prominent that it was too eye-catching, so the author weakened its effect so that it would not steal the attention of the character from the viewer.The neatness of the hair and folds is very important. If the hair and folds are not sculpted naturally and neatly, the quality of the model will plummet. So once you have made the large shape of the hair and clothing, smooth out the surface in one go. Be sure to avoid intermittent and tinkering. You can turn on the Lazy mouse tool in Strokes to help you sculpt smooth, natural lines.!Make a Beautiful Elf Mage in 3ds Max 10The process needs to be carried out using both sculpting and patching to avoid a single structure for the model. It is also possible to import Alpha brushes to give more possibilities.!Make a Beautiful Elf Mage in 3ds Max 11Using the hair brush, drag it out and finally adjust it to look as it was rendered in the original painting.- The hair brush has a small feature, it is attached to the surface of the object, so before making the hair you can lay out a large outline of the hair where it needs to grow out in a relatively whole, and then pull the hair out one by one on this shape, which will save a lot of time in hair adjustment. Part 4. Rendering1. About the lightingThe author adjusted the lighting many times and finally chose to light the front with a main light source, followed by a surface light not far from the head to differentiate the top and bottom of the model to achieve the effect of light on top and dark on the bottom. A cold light source and a warm light source on either side of the model, and a secondary light behind to light the back. The top and bottom need to be differentiated, but not too dark. Even if it is dark, make sure it is not pure darkness. (As shown in the picture below)!Make a Beautiful Elf Mage in 3ds Max 122. About camera adjustmentsThe author has chosen an orthogonal view, where the perspective is not as pronounced, so that no big perspective errors are likely to occur.3. About the choice of model rendering engineThis time the author used KeyShot for the rendering, which gives a better rendering and more natural lighting, and the image below shows the final result.!Make a Beautiful Elf Mage in 3ds Max 13 ConclusionThe above is all Fox Renderfarm's explanation on how to make an elf mage in 3ds Max. Fox Renderfarm is sure you can make a very nice elf mage too. If you want to render your 3D models, why not try a render farm, which can help you render offline without any extra work on your part.!Make a Beautiful Elf Mage in 3ds Max 14


3ds Max Tutorial: How to Make a Cyberpunk Environment

2022-02-11

3ds Max Tutorials

In this article, Fox Renderfarm, the best could rendering service provider, will share with you a 3ds Max tutorial about how to make a cyberpunk environment. This tutorial is written by 3d Artist Liu. In this tutorial, He will show the full production process from concept to final work.!3ds Max Tutorial How to Make a Cyberpunk Environment - 2Reference Concept map and task assignmentIf you look at the concept map carefully, there are actually many things in it that can be reused, including houses and small props.!3ds Max Tutorial How to Make a Cyberpunk Environment!3ds Max Tutorial How to Make a Cyberpunk Environment LayoutThis part is mainly to determine the size of each house and the general location of each house in the scene, and to prepare for the unification of resolution afterwards. This is also to speed up the speed of placing the props after the model is made.Because the scene is based on the allocation of each house as a unit, during the integration, a small integration will be carried out with each house as a unit, and finally all the houses will be assembled for adjustment. Therefore, when building the general layout, I don't plan to build a rough model like a small scene, but a rough construction with BOX as the main body, which can achieve the initial purpose.!3ds Max Tutorial How to Make a Cyberpunk Environment Making the mid-poly modelNow start the production of the mid-poly model. You can modify the high-poly model and craft it carefully or you can directly use the low-poly model you built before. It can be seen that its importance, a good mid-poly model wiring will make it much easier to add details to the model in the subsequent production. Making the high-poly modelSince the mid-poly model is well done and there is no problem at all, the only dissatisfaction is that the production of these models does not use the sculpting function of ZBrush at all. Because the concept map does not see too many details, we spent a relatively long time in the first large-scale integration, which is also related to the high number of high-end surfaces and the number of houses. !3ds Max Tutorial How to Make a Cyberpunk Environment - 10High-poly Model Making the low-poly modelIn order to save rendering time, we need to make a set of models with a relatively low number of faces. For the house, we mainly delete some lines and faces, and then do the baking work. The main problem with the production of those trivial props is the seam problem of baking. We can only address the problems that arise individually. MaterialTo make materials, we use as close as possible to be as detailed as possible, while far away places do not need to be so detailed, everything is mainly based on the camera's perspective. Because materials can be shared in some places, before production, each of us made some basic materials and converted them into smart shaders, and then integrated them for everyone to use. This also saves us a bit of time, which we can then make adjustments and add details on.'!3ds Max Tutorial How to Make a Cyberpunk Environment - 4!3ds Max Tutorial How to Make a Cyberpunk Environment - 3 Composing and renderingAfter the struggle and integration in the early stage, it is finally time for the exciting rendering. If the scene is very large, the naming of the shaders and textures is very important. About 300 textures were sorted out in almost an hour and a half, and then the lighting was finished. !3ds Max Tutorial How to Make a Cyberpunk Environment - 9First Render After that, under the guidance of the teacher, the effect increased exponentially. This time, the lighting is mainly based on the main light source, fill light, and contrast between cold and warm. First, use the main light with shadow as a whole, and then use the overall reflected light. This fill light needs to close the shadow and form a warm and cold contrast with the main light source, so that the overall picture will not be too dim. After that, continue to add light sources where needed to make changes in light and shade and color to highlight the sense of hierarchy. Finally, go to the camera options to add post effects, increase vignetting, adjust focus, and more.!3ds Max Tutorial How to Make a Cyberpunk Environment - 7Second Render ConclusionAfter the whole process, communication and cooperation between the teams are the most important. Problems that cannot be solved by one person can definitely be solved by a bunch of people. And the difficulty of the whole scene is relatively small, and the amount of repetitive work is large, but it is not difficult to complete. Thank you very much for reading it too.


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