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3ds Max Tutorials: Making of firearms(2)
3ds Max Tutorials: Making of firearms(2)
Continue the 3ds Max Tutorials: Making of firearms(1), the smarter and cheaper cloud rendering services provider, Fox Renderfarm still shares with you 3ds Max Tutorials: Making of firearms(2). Low polygon When making Low polygon, because these are relatively simple and hard things, we can use High polygon to reduce the line. If the structure is complex, we need to use the Topogun tool. When making Low polygon, we need to pay attention to some gun barrels. The line must be straight to facilitate the production of UVS and the baking of NormalMap later. It should be noted here that if it is not straight enough, it may cause the parts to twist. In addition, we must ensure that Low polygon and High polygon match before baking, otherwise the baked NormalMap may encounter problems. Another method is to click the number "0" button every time a low polygon of a model is made, and then pick the High polygon with Low polygon on the baking panel, bake the normal, and test whether the NormalMap is correct. If there is a problem with NormalMap, you can use some plug-ins to perform Normal transfer to solve the problem of NormalMap. UVS A total of two textures are used here. It should be noted that the Low polygon in the UVS here is all turned into a triangular surface to import the Substance Painter to maintain the correctness. Hence the probability of error is relatively small. Why is the UV now so broken? This is because there is a rule in the game that the UV must be disconnected where the model has hard edges. Otherwise, a black border will appear when rendering in the engine. That is not what we want to see. There is a certain gap between each UV because the texture has the concept of pixels. If the gap is too small, it will cause your texture pixels to be interspersed, which will cause the seams to be very difficult to handle when painting the texture later. Finally, paste a checkerboard to see if the UV size is consistent. To ensure that the pixels occupied by each piece of UV are equal, the important part can be amplified by UV to make it occupy a larger proportion. The texture accuracy is also higher. Baking There are many ways to bake normals. I still use Substance Painter to name the baking methods. First in 3ds Max names the high poly and low poly models. The name of the high poly should correspond to the name of the low poly, such as jujiqiang00_low corresponds to jujiqiang00_high. Then, export the low-poly format fbx, and the high-poly export obj, which can be baked with Substance Painter. Note that when baking the normals, first bake the average normals, then bake the vertical normals, and finally use Substance Painter to repair the normals. When baking ID maps, the pictures that you often bake are black, which means that the material color is not turned on in the color source, and the high poly should be given different colors in advance in 3ds Max. Texturing Here, I mainly explain the production of the metal gun body part. Add a mask to the group, and then add a color selection to the mask. Absorb what you want to do in the colored part below the picture. I simply changed the color. The next step is to add various masks in detail. I will analyze each layer from bottom to top because it is a relationship between the upper layer and the lower layer. I adjusted the basic material at the bottom layer. That is the basic color of this metal. The picture below is the effect of the dark and bright colors we added, so will there be some color changes on our metal? Next, make some small metal particles and dirt on it. Then do the frosting on the metal. It is the material directly searched on the Internet. Paste it to the base color to increase, add another layer of height to the top, and adjust the transparency through the height channel. The height of this layer can actually be made together with the layer below, but here it is made separately. So here we can export the texture by pressing Shift+Ctrl+E. The next step is to import the file into 3ds Max to adjust the lights and use the rendered output to save the picture for later adjustment. The above is a brief 3D tutorial for making this gun. Thank you for reading and hope you can learn more from it.
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2020-10-23
3ds Max Tutorials: Making of firearms(1)
3ds Max Tutorials: Making of firearms(1)
Your TPN-Accredited CPU/GPU cloud rendering services, Fox Renderfarm still share with you 3ds Max tutorials. In this tutorial, I will talk about using 3ds Max 2018, Zbrush, SubstancePainter, and other software to make a game-style firearm. I will not only talk about the process of how to make High polygon and Low polygon in 3ds Max, but also the baking method of normal map and ID map, the making of texture map in Substance Painter, and final rendering. Finally, I would like to thank my good friend "LAO MENG" for his great help in the preparation of this tutorial. Concept/References The picture below is a work related to the "Call of Duty" I found on the Internet. I like his firearms very much. These firearms are very good in appearance and texture! A work of "Call of Duty" For example, the works in this tutorial, although the appearance looks very normal, they can attract our attention. The work looks real, and the production of details is also very rich. The shape conforms to the basic structure of a gun. The material is distinct, with metal, leather, matte, etc. We can clearly see its roughness, highlight, metallicity, and other parameter attributes. The combination of various materials makes the whole gun look harmonious, and the metal texture is used for a long time. The metal parts will also have dust and wear. The overall style is still in line with the current game requirements. At the same time, I also found other real gun pictures as references to analyze the metal texture and traces after use. Blocking The blocking of the model is very simple, focusing on the proportion. If you cannot follow the correct scale, you can decompose the reference diagram. I mainly divided the gun into three big pieces, the butt, the body, and the barrel. In this way, we could determine the proportion of the three parts to arrange the overall size. Then the proportion of our small parts, screws, etc. can also be determined according to its proportion in the original painting. Modeling It is necessary to add more details when making the mid-poly, but always pay attention to composition. High polygon The next step is High polygon carving. The following are the places we need to sculpt because adjusting the material parameters in SubstancePainter can’t get the best results. So those details that need to be carved still cannot be omitted. When it comes to engraving leather, it needs to show the flexibility of the leather and the fit of the close part of the gun. Because the metal part is a mechanical product of industrial products, there is no need to add irregular scratches to it. Metal uses 3ds Max to make high poly, and it must be divided into groups in the Low polygon stage. Small scratches, abrasions, and dust can all be made with texture.
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2020-10-21
What is the difference between pre-rendering and real-time rendering?
What is the difference between pre-rendering and real-time rendering?
Pre-Rendering vs Real-time Rendering "Avatar" directed by James Cameron spent four years and nearly 500 million US dollars to open a new world of science fiction for everyone. The CGI characters, Names, in the film look exactly the same as the people in the real world. And the realistic sci-fi scenes are shocking. However, these wonderful images are inseparable from the CG artists and pre-rendering technology. In order to solve the rendering tasks of "Avatar", the Weta Digital supercomputer processes up to 1.4 million tasks per day to render movies, running 24 hours a day with 40,000 CPUs, 104TB memory and 10G network bandwidth. It took 1 month in total. Each frame of "Avatar" needs to be rendered for several hours, 24 frames per second. Hence, the powerful rendering cluster capability is really important to the CG studio. What is pre-rendering? Pre-rendering is used to create realistic images and movies, where each frame can take hours or days to complete, or for debugging of complex graphics code by programmers. Pre-rendering starts with modelling, using points, lines, surfaces, textures, materials, light and shadow, visual effects and other elements to build realistic objects and scenes. Then, computing resources are used to calculate the visual image of the model under the action of factors, such as viewpoint, light, and motion trajectory according to the predefined scene settings. The process is called pre-rendering. After the rendering is completed, the frames are played continuously to achieve the final effect. It is mainly used in the fields of architecture archive, film and television, animation, commercials, etc., with the focus on art and visual effects. In order to obtain ideal visual effects, modelers need to sculpt various model details during the production process; animators need to give the characters a clever charm; lighting artists need to create various artistic atmospheres; visual effects artists need to make visual effects realistic. Commonly used pre-rendering softwares include 3ds Max, Maya, Blender, Cinema 4D, etc., which are characterized by the need to arrange the scene in advance, set the relevant rendering parameters, such as shadow, particle, anti-aliasing, etc.), and then use a PC or render farm to render with unsupervised calculation. BTW, you can use a local machine or a cloud render farm for rendering. Fox Renderfarm can provide rendering technical support for the software mentioned above. Each frame in the pre-rendered scene is present. Once the rendering is started, each frame takes several seconds, minutes or even hours to render. A large amount of memory, CPU/GPU, and storage resources are consumed during the rendering process, which is a computing resource-intensive application. Especially in film and television projects, there are usually scheduled requirements so that rendering tasks need to be completed within a specified time. Currently, tasks are basically submitted to cloud rendering farms for rendering. Cloud rendering farms, such as Fox Renderfarm, are professional service companies that can provide massively parallel computing clusters. After pre-rendering, the task is basically the finished work that has been rendered. If you want to calculate and see the scene in real time on an operable online service or online game, we have to talk about real-time rendering. What is real-time rendering? In August 2020, a live demonstration of the action role-playing game "Black Myth: Wukong" produced by Game Science Corporation from China became popular in Chinese social networks. The top-notch pictures, rich details, immersive combat experience, and sufficient plot interpretation in the demonstration restore an oriental magical world. Every beautiful scene in the game is rendered in real time. Real-time rendering is used to interactively render a scene, like in 3D computer games, and generally each frame must be rendered in a few milliseconds. It means that the computer outputs and displays the screen while calculating the screen. Typical representatives are Unreal and Unity. Games like Game Science are built using Unreal Engine 4. The characteristic of real-time rendering is that it can be controlled in real time and is very convenient for interaction. However, the disadvantage is that it is limited by the load capacity of the system. And if necessary, it will sacrifice the final effect, including model, light, shadow and texture, to meet the requirements of the real-time system. Real-time rendering can currently be applied to 3D games, 3D simulations, and 3D product configurators and others. Real-time rendering focuses on interactivity and real-time. Generally, scenes need to be optimized to increase the speed of screen calculation and reduce latency. For the user, every operation, such as a finger touch or click the screen, will make the screen to be recalculated. And the feedback needs to be obtained in real time. Thus, real-time rendering is very important. In simulation applications, the data shows that only if the latency is controlled within 100ms, people will not obviously perceive the inconsistency of video and audio. In recent years, with the improvement of GPU performance, the speed of real-time calculation is getting faster; and the accuracy of the calculation images is getting higher. Especially with the application of Ray-tracing and other technologies, the effect of real-time rendering becomes more realistic. These top technologies are also obvious trends in future production. If you want to learn more about the real-time rendering, please feel free to contact us.
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2020-09-08
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