Friday, February 22, 2013

3D Concrete Gravel Distorted Tutorial 3dsMax

1. Modeling the Alphabet/Number

a. Here’s what NOT to do -> Create ‘A’ alphabet in Adobe Illustrator-> Choose font type-> Right-click choose ‘Create Outline’ -> In ‘Top’ viewport Line -> Click roughly around number -> Right-click choose Bezier -> adjust curves to fit original form -> save this base number lines for future use -> Convert lines to editable Poly ->This method is unnecessary

b. Here’s the RIGHT thing to do -> Go to the ‘Create’ rollout -> ‘Shapes’ menu -> Choose ‘Text’ ->Type ‘A’ or any other alphabet or number -> size: 2540mm ->Click on ‘Extrude’ button in the rollout (if it’s not there go here to read how it’s done) -> Under ‘Parameters’ fill in ‘Amount’: 150mm

c. Click the ‘Select and Rotate’ button in the main menu -> Click on the ‘Text’ object -> Press ‘F12’ to open the type-in box and type ‘90’ in the ‘X’ blank to rotate the text upright

d. Go to ‘Modifier List’ drop-down menu -> Under ‘Parametric Modifiers’ choose ‘Wave’ -> Amplitude 2: 400mm, Wave Length: 477 -> Phase: 1.3
e. With the Alphabet still selected -> Find ‘MeshSmooth’ in the ‘Modifier List’ and click it -> Set Iterations: 0

2. Modeling the Gravel

a. Go to the ‘Create’ rollout -> ‘Shapes’ menu -> Choose ‘Rectangle’ and rename it to ‘Gravel’ -> Click on ‘Extrude’ button in the rollout -> Under ‘Parameters’ fill in ‘Amount’: 2000mm

b. Now click on the ‘Tessellate’ button in the configured rollout or find it in the ‘Modifier List’ drop-down menu -> Make sure the ‘Parameters’ is set to operate on ‘Face’ -> Iterations:4, Tension: 30

c. Find the ‘Noise’ modifier and click it -> In the ‘Parameter’ rollout set ‘Scale’: 100, tick to activate ‘Fractal’ -> Under the ‘Strength’ rollout set Y: 6mm and Z: 8mm to boost the ‘Gravel’ form intricately

d. With the ‘Gravel’ still selected -> Find ‘MeshSmooth’ in the ‘Modifier List’ and click it -> Set Iterations: 2 -> Make sure in the ‘Settings’ rollout the ‘Input Conversion’ is ‘Operate On’ ‘Polygons’ button

e. Button click or find the ‘MultiRes’ modifier in the ‘Modifier List’ drop down list-> Click 'Generate' -> Under the ‘Resolution’ in the 'Vert Percent' field type: 5

f. Use the ‘Select and Uniform Scale’ button to scale the ‘Gravel’ size down to desired size

3. Gravel Layout

a. Layout stones assortments using 'Copy' clones for efficiency

b. Once finished select all objects in the ‘Top’ viewport -> ‘Alt’ select the 'A' alphabet to deselect it -> ‘Alt Q’ to enter ‘Isolate’ mode

c. Select any ‘Gravel’ object -> Click the ‘Edit Poly’ button or find it in ‘Modifier List’ drop-down menu -> Click the side box on the right of the 'Attach' button in rollout -> Shall open the ‘Attach List’ window -> Hold down ‘Shift’ and select all ‘Gravel’ objects

d. For any reason to detach selected objects -> Select attached object -> Press the ‘Element’ button in the rollout -> press 'Detach' or its side button then ‘OK’

e. To delete the previous unused “Attachment” object -> Click the ‘Select by Name’ button in the top menu -> Select the useless object -> in the ‘Left’ viewport move the object away as necessary then press the ‘Delete’ button on the keyboard

4. Applying Materials to the Gravel Attached Object

a. Now that all the ‘Gravel’ objects are attached together the material to be applied can be done once efficiently

b. ‘M’ to open the ‘Material Editor’ -> Click the side box right of 'Diffuse' -> Choose 'Bitmap'-> Go and open the source ‘jpg’ image -> Set ‘Blur’: 0.01 to maximize the texture (as shown in sample window) -> Click on ‘Assign material to Selection’ -> Click on ‘Show Standard Map in Viewport’

c. Adjust the material by clicking on ‘UVW Map’ button or find it in ‘Modifier List’ drop-down menu -> Under ‘Mapping’ select ‘Box’ (for typical 3D objects usually use ‘Planar’ or ‘Box’ in ‘Mapping’ of ‘UVW Map’)

d. Click 'Go to parent' -> drag & click (Copy clone) bitmap in ‘Diffuse Color’ to ‘Bump’ -> Test render using Mental Ray

5. Applying Materials to the Alphabet/Number

a. Same as above -> though do set ‘Specular Level’: 80, ‘Glossiness’: 50 -> ensure ‘Diffuse Color’ in Material Editor ‘Maps’ is off (for the bland & gray concrete color) -> ‘UVW Map’ settings: ‘Length’, ‘Width’ and ‘Height’ are all equal at 1192mm

6. Settings for the V-Ray Render Setup

a. Open ‘Render Setup’ -> Set in ‘Assign Renderer’ rollout in ‘Production’ to ‘V-Ray’ -> Default lights Off -> Image Sampler: Adaptive DMC -> Antialiasing filter: Catmull-Rom

b. V-Ray Environment -> GI Environment-> On

c. Color Mapping: HSV exponential

d. Indirect illumination -> Indirect illumination (GI): On -> Irradiance map -> Built-in Presets -> Current preset: Low -> Options -> Show calc. phase: tick on, show direct light: tick on

e. Settings -> V-Ray System ->Render region division -> Region sequence: top to bottom

7. Applying V-Ray Lighting

a. Click and open up ‘VrayLight’ -> V-Ray light parameters -> Multiplier: 4, Options -> ‘Invisible’ tick on -> Click in ‘Top’ viewport at the left front side of the model -> adjust light object in appropriate viewport to make it big enough to cover entire model

b. Use the ‘Left’ viewport -> Place the light just above the model -> To tilt the light about 45 degrees -> Click the ‘Select and Rotate’ button -> Select the light -> Click the ‘View’ drop-down list -> Choose ‘Gimbal’

c. Place identical lights on the opposite side and another shining from the right behind the model

d. Upon test rendering, the whole model might appear too white-washed -> Select object-> Right-click choose Vray properties -> ‘Receive GI’ lower to 0.6 (for ‘A’ alphabet) and 0.5 (for Gravel)

8. Applying V-Ray Camera

a. ‘Create’ rollout -> V-ray Physical Camera click and drag in ‘Top’ viewport -> Use ‘Left’ viewport -> Click ‘Select by Name’ button -> Choose both ‘VRayPhysicalCamera01’ and ‘VRayPhysicalCamera01.Target’ -> Use appropriate viewports to adjust desired camera view

b. V-Ray Physical Camera settings: shutter speed: 13, film speed: 200, white balance: Neutral

c. In ‘Perspective’ viewport -> Right-click ‘Perspective’ (upper left hand side) -> Go to ‘Cameras’ -> Choose ‘VRayPhysicalCamera01’

d. Right-click at ‘VRayPhysicalCamera01’ at upper left of viewport -> Click to activate ‘Show Safe Frames’

9. Creating a White Background for Final Isolation Image

a. Save final rendering as ‘Targa Image File’ file -> Makes the final image sharper for post-processing in Photoshop -> Also the ‘Alpha’ channel is efficient for creating a white background for an isolation image

b. Open saved Targa file in Adobe Photoshop -> Change ‘Background’ layer to editable layer (click on it twice and rename to ‘Original’) -> Click on ‘Channels’ tab -> Click ‘eye’ icon to activate ‘Alpha’ channel -> Switch off all the other channels above it

c. Ctrl + click object in box next to the ‘eye’ icon -> This makes a complete selection of the object’s outline -> Go to ‘Select’ at the top menu bar -> Select ‘Inverse’

d. Go to ‘Layers’ tab -> Fill back ground with pure white (or create a new layer with pure white fill and delete old background in original layer then place ‘Original’ layer to uppermost level)

e. Ctrl + D (deselect)

10. Making the Colors in the Final Image P-O-P!

a. Right-click on ‘Original’ layer -> Choose ‘Duplicate’ -> Name new layer as ‘Match_Color’

b. Click on ‘Auto Tone’, ‘Auto Contrast’, & ‘Auto Color’ as required

c. Go to ‘Image’ in main menu -> Adjustments -> Match Color

d. Adjust ‘Luminance’ to best natural looking brightness (range around max 140-160 will suffice depending on nature of design)

e. Adjust ‘Color Intensity’ to best natural looking color P-O-P-ping out (max range same as above though some designs make require a full 200)

f. Click ‘OK’ and save the ‘.jpg’ with maximum quality

Now the work is ready to be rendered! Render-rendering! huhu :-)

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