Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials(3)

Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -18

Fox Renderfarm, the best cloud render farm in the CG industry, still share with you the tutorial about using 3ds Max to copy a legendary Hemok of Apex Legends production tutorial from 3d artist Michael. And this is part three, for part one you can click here and for part two you can click here.

Texturing

After all the MSP baking is over, you can start texture production. I will take some of them as an example of how to make textures.

I use part of the metal structure as an example, all materials are actually the same. First, the most important thing is the basic texture. The color selection in this step is very important because all the subsequent effects will be superimposed on the basic texture. The correctness of the basic texture color tendency can almost determine the overall color of the model.

Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -8

Next, I use the metal edge generator for bright colors and the dirt generator for dark colors. I only need to control the range and color to enhance the light and dark parts of the model.

The next step is to add some color changes to the model so that the colors are no longer monotonous. Because it is metal, rust, scratches and other effects can be added to strengthen the metal texture in the process. It should be noted here that these dirty and old need to be adjusted. If necessary, you can add a drawing layer to manually control the range.

To add roughness changes to the model. Because after the firearm is used for a long time, there will definitely be signs of friction, handprints, etc., rust and scratches, etc. I need to make some changes to prevent the surface of the model from being too smooth, and that model will look fake.

The last step is to add the patterns and decorations of the weapon body. I imported the pictures made in Photoshop into Substance painter. After adding the layers, I use the mapping function to draw them. The light effect can open the emission channel. The height effect can open the height channel.

It can be said that the main method I use is basic material + bright and dark colors (to highlight the volume of light and dark) + color changes (increase color diversity) + roughness changes (to make objects more life-like, more real) + mottled, dirty, scratched the details such as marks, rusts, breakages, etc. It is easier to find and modify different structures by distinguishing groups and naming them.

Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -18

There is a little trick, when making the effect, pay attention to choosing Tri-planar Projection as much as possible, because the default UV Selection is based on the UV texture we made to superimpose the effect and show it on the model The effect is sometimes not very good, and the three-sided mapping is based on the model to superimpose the effect, which is more accurate.

Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -19

Rendering

After finishing the texture map, you can export the texture map for rendering. There are many options for lighting production. I used the most common method: main light + auxiliary light + contour light. In addition, I chose to follow the light direction of the original painting. After observation, I found that the original painting used a total of six different lights. For my model, I chose five lights, namely main light, auxiliary light, contour light, top light, and bottom light. The main light direction mainly adopts warm light, and the auxiliary light mainly adopts cold light, creating a kind of conflict between cold and warm. For the visual effect, the auxiliary light must not be stronger than the main light.

It should be noted that if you are not good at lighting or lack some experience, it is best to learn from other people's lighting effects. In addition, the auxiliary light sources other than the main light must remember to turn off the shadows to prevent the shadows from affecting each other. The next step is to set up the rendering.

Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -7

This is my final effect,

Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials -1

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3ds Max Tutorials of “God of War 86"(1)
3ds Max Tutorials of “God of War 86"(1)
The fastest GPU & CPU cloud rendering services provider, Fox Renderfarm still share with you 3ds Max tutorials. This project is made by the 3D artist, Yuliang Zhou. He made the "God of War 86" in 3ds Max, Substance Painter, Photoshop, and others. In this tutorial, he will introduce his workflow. IntroductionIn this tutorial, I will share the production process of one of my works "God of War 86" finished within 3 weeks. To complete a mecha within 3 weeks, it is a big challenge. Thanks for the help of my friend Xiao Zuo. I will also share the whole production process and some techniques used, including modelling, texturing lookdev, and lighting.!3ds Max Tutorials of God of War 86 Concept/ReferencesWhen choosing a concept, it needs to make some preparations in advance. When I saw the figure of the 86 Mecha Ares, I was like making a 3D model of it. The production of this model is not difficult, but it has a lot of small parts that take time to produce. And the difficulty lies in whether the overall proportions can be the same as the original image. !3ds Max Tutorials of God of War 86I really like to add some of my own ideas when making models to enrich the work, so I will also find some reference pictures of other mechas on the Internet before starting to make them.!3ds Max Tutorials of God of War 86 BlockingOnce the concept is clarified, we can start to make the model. The first step is to use the blocking of the basic shape BOX to make the appearance. In this process, we must ensure that the basic shape is the same as the appearance of the reference. It does not need to be smoothed. We can make the foundation body in all places first. When the foundation body is done, open all the parts, and then make the details for each position. Do not start with small parts in a certain part from the beginning.!3ds Max Tutorials of God of War 86I added some details to the model, such as the anti-collision bar of the head guard, pipes, wires, and some small parts to make the mecha more realistic. Hence, it is really important to find references! Next, I will briefly explain the process of a part when I make a mid-poly model. Here I have selected the main body of the head.!3ds Max Tutorials of God of War 86We can see the basic shape of the head, the part of the red frame is a cuboid with a smaller front part. The green line is where the model is recessed. It takes time to make a slightly complicated structure like this. Once we have ideas, it will be relatively simple for us to start production. After adjusting the points and adding lines, we get the following model,!3ds Max Tutorials of God of War 86Next, let’s look at the yellow circle again. It is obvious that there is a model similar to a lighting lamp stuck in the brain in the yellow circle. At first, I thought that just make a lighting lamp and insert it directly. But after I tried it, I can obviously see that there will be many connection problems in the interspersed place, and it will obviously feel fake when making the material. I will release the comparison chart below,!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86It can be clearly seen from the above two pictures that the method of using Boolean to create a pit in the first picture is obviously more realistic and reasonable than the direct interspersed in the second picture. In contrast, there will be a little difficulty in the card line.Part 2 and Part 3 will be continued soon.
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2020-11-13
3ds Max Tutorials of “God of War 86''(2)
3ds Max Tutorials of “God of War 86''(2)
We can see that the heads of these mechas all have a bumper similar to the head protection. So we can consider adding this detail to the head position when making the head.!3ds Max Tutorials of God of War 86In order to consider the rationality, I added a model similar to a retainer at the end of the protective bar and added some similar protective sleeves to reduce impact in the middle.Next, we continue to analyze the references.!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86On these mechas, there are obviously similar wires and small pipes interspersed on the model. This is what we want because these will make the mechas more accurate. So when I make these details, I also have to consider whether I was reasonable or not.!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86By constantly adding details, the mecha model is made to look a little more refined, and the presence of those parts looks real and reasonable. High PolygonI use the traditional way of making hard surface models and the Chamfer plug-in. The higher version of 3ds Max comes with a Chamfer plug-in, which will cut corners and card lines based on the distinction of smooth groups, which is very useful for hard surfaces making. This is a screenshot according to Chamfer:!3ds Max Tutorials of God of War 86It should be noted that in the From Smoothing option, we need to check the third Unsmoothed Edges option. In the Tension option, we also need to call up our desired edge between 1 and 0 according to the effect.One more thing to note is that before using Chamfer, the smooth groups must be distinguished. All surfaces do not need to be connected to a quadrilateral, but there will be no problems if the lines are connected to a flat surface.It can be seen that the effect of using Chamfer is very good, saving us a lot of working time, and improving work efficiency very well!!3ds Max Tutorials of God of War 86!3ds Max Tutorials of God of War 86 Low PolygonLow Polygon production is actually a very simple step. It just needs to copy a set of High Polygon models to reduce the lines on the model without affecting the appearance. Since this is personal work, there is no need to be too strict on the number of faces, and it can be relaxed appropriately.Low Polygon!3ds Max Tutorials of God of War 86The part 3 will be continued soon.
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2020-11-16
How to Make A Tomahawk in 3ds Max
How to Make A Tomahawk in 3ds Max
1 month rendered in 2 hours, the fastest GPU & CPU cloud rendering services provider, Fox Renderfarm still shares with you 3ds Max tutorials, how to make a tomahawk in 3ds Max. IntroductionHello everyone! What I want to share with you today is to use 3ds Max to make a tomahawk and share some skills and techniques used in the production process. This is a relatively basic tutorial, including modeling, sculpting, pbr texturing. ConceptThis tomahawk was inspired by a weapon concept image in "World of Warcraft". It looks cool and looks very beautiful. So I want to make it into a 3D version in my own way.In the concept drawing, I first observed the outline of the front and side and modified some details. These main structures are very important for making the model. We can see the white and black side profile in the figure below. The black is obviously more three-dimensional than the white.!How to Make A Tomahawk in 3ds Max ModelingFirstly, I split the model into three parts, the handle, the main body, and the axe body on both sides. Each part is modeled in the most suitable way, and then merged. This part is very easy and simple to make this type of mode in 3ds Max.!How to Make A Tomahawk in 3ds Max!How to Make A Tomahawk in 3ds Max!How to Make A Tomahawk in 3ds MaxThe axe body on both sides of the battle axe is very important, so its shape is very important. The thread exists for structure, so please add enough thread at the turning point, and pay attention to the thickness of the axe since it needs to have layers. Models that can be made separately, please make them separately. Use as few faces as possible, and make transitions as smooth as possible.!How to Make A Tomahawk in 3ds Max UVsUV production can be divided into four parts,- Plane projection: put the messy uv in a box.- Dismantling: adjust the UV without stretching and saving space.- Operation: solve stretching.- UV placement: a. The UV of objects with a larger model can be enlarged, and the UV can be reduced if there is less texture information; b. Try to optimize the UV space, and then the seams.!How to Make A Tomahawk in 3ds Max TexturingNow that the model is complete, we can start making textures. Firstly, I filled in the background color. For example, If the overall concept map is blue, fill it with blue. If the overall concept map is red, fill it with red.!How to Make A Tomahawk in 3ds MaxWe can use the concept map for reference. As the background color, don't use too dark or too bright colors.!How to Make A Tomahawk in 3ds MaxThe next step is to create a hand-painted texture. There is a concept map for reference, just follow it to draw it. When drawing, pay more attention to the light source. I want it to look like a cold light source illuminates from the upper left, so that it can have a good sense of volume. In this step, large blocks of colors and changes need to be drawn, and no details are needed.!How to Make A Tomahawk in 3ds MaxNext is the details. It should be noted that no matter what we draw, such as bandages, decorations, and bumps on the handle, we need to pay attention to the sense of volume.!How to Make A Tomahawk in 3ds MaxFinal effert:!How to Make A Tomahawk in 3ds Max
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2020-11-23
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