
:: Post Date: 2007-10-09 16:46:11 [Post Comment] [Post Articles]
|
Making of the JungleApplication Used: Autodesk 3dsmaxAuthor: Radoslav "radoxist" ZilinskyContact: rado83@gmail.comAuthor Website:http://www.radoxist.com/Hi, I'm Radoslav "radoxist" Zilinsky and I'm about to describe some techniques that was used in creating the jungle scene in 3ds Max 9. I just want to clarify that, there are many 'Making-of' articles that cover the process of creating the image. I have even written one myself - The Making of - It Comes a Time of Death Now I don't want to bore you with saying something that's been told thousands of times...(1.concept, 2.reference files 3.modeling 4.lighting, etc). BUT I do want to focus on some specific parts that I feel would be of interest to you. And I know that personally, I prefer to spend more time looking at the images... so I will try to talk as little as possible and show pictures as much as I can First I want to show you the detail of the object with its UV layout and texture. Keep in mind to always reuse as much of the texture as possible. As you can see in the following picture, the beams where it says '2' all share the same texture(they are not very visible under the thatched roof), but they are rotated 90 degrees around the X-axis to lower the tiling. I don't agree with the step process like 1. Modeling, 2. Unwrapping (mapping), 3. Texturing, etc, because it is a very creative process which cannot be cut into steps. Sometimes I remodel some parts of the model after I have finished the texture, changed the UV layout, etc. For example, the part marked as '1' was primarily just a flat 5-sided polygon. After having textured this part, I thought that it would be best to have this bamboo modeled, so it would better react to lighting. Don't forget to use the Preserve UVs feature in editable poly, so you can move the edges without distorting the UVs. Obviously it is not perfect in all situations, but you have to practice with it, and it will become your good friend There, you can see also the texture. So what can I say that's interesting about it? Yes there is one trick that I have used for the wood... that I have matched the color of the wood to the color of the bamboo so they fit together nicely. I have used a tool in Photoshop called "Match color"(with some levels adjustments) located in Image > Adjustments > Match color. You can also choose a layer from the same PSD file. Sometimes it works great, sometimes not, but it is worth a try in this case it worked great. ![]() [Click Here for Large Image] I needed a ROPE texture for this jungle, but I couldn't find any on net -- so naturally, I had one done up by myself. I thought I would share it with you since it is fully tileable Enjoy. There is the color and normal map and you can see the results on the model. ![]() [Click Here for Large Image] ![]() [Click Here for Large Image] ![]() [Click Here for Large Image] Just one thing -- don't forget that when you are making a rope from spline or the most procedural objects like loft, lathe, etc., that they are already mapped! The mapping should be just scaled in one direction in the unwrap modifier to make it correct. On the next picture, there is the same building but it's burnt up. Nothing really interesting except that it's burnt-up looking . Just cutting, deforming, and destroying. It's a great tool for this kind of deformation, in new Polyboost 3 and it's called PolyShift. But one thing I do want to point out is the hanging thatched roof. I will explain to you how it was done, but on the hanging vegetation in jungle... ![]() [Click Here for Large Image] Let's start. 1. So, first, we make the hanging vegetation texture from some moss texture...just erasing with the tablet. Make some different shapes specifically paying attention to how you can split along the vertical and horizontal lines, like it is on my texture on the next picture. 2.Then map it onto the simple plane. 3.Cut it into two pieces, so it becomes two strips. Then connect the longer(horizontal) edges of the two strips as many times as the number of pieces of hanging vegetation on the texture in each row. 4.Then move the edges in between the pieces of vegetation with preserve UVs turned on(it works absolutely perfect with perpendicular edges like this). 5. Cut it again as you see on the picture. 6. Apply a bend modifier to polygons as you can see on the picture. 7. Then you can detach the parts into separate pieces, 8. or combine them into compositions or groups. So you have nearly unlimited combinations of this kind of vegetation just from one texture ![]() [Click Here for Large Image] What can I actually say about the jungle itself. Well, for example I have 3 different LOD from the main kinds of vegetation like palm trees. So as the distance fades I copied the lower res models of vegetation. You can see 3 LOD of the main palm on next picture. ![]() [Click Here for Large Image] Then I copied the LODs all around in instance mode and also made some variations with bend scale and deform. It is also important to group the vegetations into small compositions. They never grow just singularly. An example is on the next picture. ![]() [Click Here for Large Image] At the far end of the scene I have made the two circular objects with the texture of a jungle(horizontally tileable). ![]() [Click Here for Large Image] I have used three types of objects on the ground. Grass, stones and small branches. If you are interested in the creation of the grass, follow my tutorial here -- Creation of Grass Tutorial It's an older one, but you still can see the process -- though I've scattered all objects with a great script that is called Advanced painter to have them placed exactly where I wanted. You can find it here -- ScriptSpot ![]() [Click Here for Large Image] And here are some screenshots from the jungle ![]() [Click Here for Large Image] ![]() [Click Here for Large Image] ![]() [Click Here for Large Image] So as I can see, I've absolutely ruined my promise of not talking so much, but hope that you will forgive me .. I'd like to talk about the post process, but I have lost the PSD file, shame on me:( I but there is one interesting thing I want to point out. The volume light was done with the z-depth pass and NOT with the classic one, because there is one problem with opacity. The classic z-depth pass counts only with GEOMETRY, which is critical if you have many objects with opacity as I do. But there is a solution. A special material. We will describe this on the next example, a grass scene with opacity. The special material is quite simple - a standard material with self-illumination set to 100%, put the opacity map from objects which has it, into the corresponding opacity slot...otherwise leave it unused. And the most important one of all, put the falloff map into the diffuse slot. The falloff type in this map should be set to Distance blend. Finally just set the near and far distance so it fits your scene and hit render 1. There is actual render of the grass. 2. Classic z-depth pass, see that it counts only with geometry which is absolutely useless for us. 3. Fog pass made with a special material. 4. Composite of 1 and 3(just put 3 over 1 as a screen blending mode in PS, colorize a bit, and adjust with levels). Sometimes it takes little time to rework the opacity materials to this material, but it is worth doing I think ![]() [Click Here for Large Image] So I hope this making of helps you a bit. Don't hesitate to write me an email if you have some intelligent question, or just to say what you think. And don't forget to visit my website (http://www.radoxist.com) and have a look at my newest trailer that is not yet on my site. Chronology Best regards, Radoslav Zilinsky ![]() [Click Here for Large Image] Jungle [Hi Res] |
| Hey Dude Good Work Brother...Real Nice Yaar. |
| Hi all, i am currently making a scene similar to this for my project in college, i have got almost everything but i just need a good lighting technique i could use for a jungle scene, i havnt got VRay so if anyone knows how to make such beautiful lighting like the one in the imag above please contact me on raed_6@hotmail.co.uk Thanks |
| great work man. |
| Nice tutorial. It is very helpful to me. I am an ongoing student in Maya, 3Ds Max. I want to chat with you through yahoo messenger. If you have any yahoo id pls mail me at manjoos_s@yahoo.com. |
| Nice tutorial. It is very helpful to me. I am an ongoing student in Maya, 3Ds Max. I want to chat with you through yahoo messenger. If you have any yahoo id pls mail me @ manjoss_s@yahoo.com. |
| This tutorial will hep me to create the jungle thanx a lot |
| hmm.. nice tutorial.. but i cant understand it.. anyways. if you need php mysql tutorials, visit : http://www.Pegor.com |
| very poorly explained... although result is very good.. but forgive me to say that you dont have what it requires to write a tutorial. |
| good job,great view man!awesome |
| very goob |
| Hello dear, This tutorial is really very Good and helpfull. Thumbs UP. Thanx |
| Excellent tutorial and this looks really natural |
| hey man .. all you need is a scripts and once you have em' you can start your own animation... good luck and keep up the good work..... P/s: I'm almost the same lavel as you are but you're the master. lol |
| hi this tut is very pro . |