Showing posts with label 3D Studio Max Tutorial. Show all posts
Showing posts with label 3D Studio Max Tutorial. Show all posts

Tuesday, 6 March 2012

Stage 8: Assign Materials and Sky background

When surface and edge modelling has been completed and the lighting has been setup correctly, materials can then be assigned to surfaces and edges. Different strategies are used for large unit paving (flags), small unit paving (tarmac) and edge material (kerbs following the edge of a road)

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
AutoCAD Drawing files: dwg_files.zip (784kb)
3ds Max Scene files: scene_files (7.8mb)


8.1 Surface materials

  • Carry on from the previous scene or open ACAD to 3D Stage 8.max

Tarmac, Grass and Bound Aggregate

  • Open Key 3D View Manager and select View: Overview SW. Press Copy to Camera
  • In the User viewport zoom to a section of the road
  • Select B_Road Surface
  • Open Key 3D Material Tiler and press Browse
  • Choose Aggregates library and Tarmac category


  • In the User viewport zoom to a section of road and test render to view the results

Next, the paths running through the park area require a bound aggregate texture
  • Exit sub-object mode and Exit Isolation
  • Using Key 3D Material Tiler assign Aggregates / Aggregate / Aggregate 01 to the paths surface: Surface Path

  • Select Surface_B_Grass and assign Ground / Grass / Grass 01 to the grassed areas
The grass is a little dark and needs to be lightened slightly

  • Keep Surface _B_Grass selected and open Key 3D Bitmap Properties. Change the RGB Level to 0.8. This lightens the intensity of the grass texture to suit the lighting conditions


  • Open the [Houses] group and change colour of houses to brick colour and roofs to a dark grey
  • Close the [Houses] group
  • Open the [Play surfaces] group and assign Aggregates / Aggregate / Aggregate 07 to Surface_B_Play02 (the smaller play surface)
  • Assign Aggregates / Aggregate / Aggregate 07 also to Surface _B_Play01 (the larger play surface)
  • In the Top viewport and in Wireframe display mode Attach the inner play surfaces together and rename Inner play surfaces

  • Assign Aggregates / Aggregate / Tarmac 02 to the inner play surfaces. This has a similar texture to rubber safety surfacing
  • Close the [Play surfaces] Group


Flag Paving

  • In the Top viewport zoom to the pavement shown below

  • Assign Paving tiles map / 600x450 / 600x450 run buff to Surface_B_Pavement


TIP: To make all sections of paving follow the direction of the pavement, split the paving up into sub-surfaces using the Key3D Surfaces routine and assign a separate paving material to each section, rotating the paving material for each section


Site surface and Context surface

  • Assign Ground / Grass / Grass 07 to Surface_B_Site
  • Change the colour of Context surface to a darker grey/green



8.2 Fence materials

House fences

  • Assign Fencing / Wood / Wood 10 to O_Fence
This material will appear too light
  • Use Key 3D Bitmap Properties to reduce the RGB Level to 0.5 (Ref: 8.1)



Create park boundary and play area fences

  • The park and play areas boundaries require bowtop railings and these are created automatically using Key 3D Boundary Image. The following exercise explains how to create a boundary image for the park boundary. Firstly,Key 3D Edge Path is used to create a spline around the edges of the park surfaces:
  • Select Surface_B_Pavement and Isolate Selection
  • Open Key 3D Edge Path 
  • Press Create Path and on the Create Shape dialog select Linear and type Site Fence in the Curve Name text box

  • Exit Isolation and select Site Fence and Surface_Path
  • Isolate Selection again
  • Select Site fence path and enter Segment sub-object mode. Delete all segments apart from those on the park boundary. Also delete segments at entrance points on the park boundary spline

  • Again, in Segment sub-object mode delete segments on the park boundary spline at entrance points

TIP: To speed up the process of deleting long sections of splines delete segments at either end of a longer section of spline, enter spline sub-object mode and delete the long spline section all at once
  • Use Shape Check utility to check for any intersecting vertices and Weld any vertices that are intersecting
  • Select Site Fence
  • Open Key 3D Boundary Image 
  • Press to open the following sample browser and navigate to page 4
  • Select Railing bow top 1.6 x 2.0.jpg. This must be the JPG file and not the GIF file (this is the image mask)

  • Change the Spacing to 2
  • Change the Height to 1.6
  • Press Apply to create the image bow-top fence at 2m post spacing and 1.6m high

  • Finally, select Site Fence and open Key 3D Bitmap Properties 
  • Make sure the bow-top jpg image is displayed in the preview window and change the Brightness to 0. This will make the fence darker and it will render better
NOTE: Supersampling for this fence material will improve the rendering of the railings further (global supersampling is explained later in 'Rendering')

  • Repeat the above routine for the play area fences and name these Small Play Fence and Large Play Fence
NOTE: The play area surfaces need to be ungrouped (or opened) before selecting the larger play area surface. Also, make sure no isolated vertices exist on each surface by using Remove isolated Vertices in vertex sub-object mode



8.3 Kerb material

The kerb was created using the MAX/VIZ Loft compound object. This requires the material to follow the loft path, as real-world kerb sections follow the line of the road. The Loft mapping parameters are used to do this
  • Select Loft01 and rename Kerb
  • Zoom to the kerb loft to gain a good view of straight and curved sections

  • Open Key 3D Material Tiler and assign Paving Tiles Map / 450x450 / 450x450 stack grey to the kerb
  • On the Modify Panel remove the UVW Map modifier
  • Open the Material Editor and select an empty sample window
  • Use the Pick Material from Object button to pick the kerb's material for editing
  • Go to the Map level by pressing the Map Button to the right of the Diffuse swatch and open the Advanced Controlsrollout of the Tiles material
  • Change the Horizontal Count to 1
  • Change the Color Varience and Fade Varience both to 0.1 and Go to Parent

  • In the Modify Panel Loft Surface Parameters change the Surface Parameters > Mapping, whilst viewing the kerb in the viewport and test rendering as below:


  • When satisfied with the kerb mapping convert the loft to an Editable Mesh
  • Exit Isolate Selection



8.4 Sky background

  • Maximise the Camera viewport
  • Open Key 3D View Manager and select View: Entrance 01. Press Copy to Camera
  • Open Key 3D Sky. Press Presets and select Normal Sky - 2 Cloud Layers - Key 3D
The Mini-Renderer displays a small render of the scene via the current view selected in Key 3D View Manager

  • Use the Colour dropdown and Clouds dropdown to change the sky and cloud properties:
TIP: Make the Cloud Layer 2 altitude higher than Cloud Layer 1 and slightly darker. Use subtle Cloud Density so that the sky does not detract from the main scene elements. Use a preset for a good start and tweek settings to get the desired result or press Randomizer to obtain a random start. When happy with a sky solution save it as a preset for future use in any scene

  • Close Key 3D Sky
  • Finally, tweek the colour of the Houses by opening the group and selecting all the houses. Also, tweek the Bitmap Properties of the grass (slightly darker) and house fences (slightly darker)
  • Tweek the shadow settings in Key 3D Sunlight and perhaps decrease the Light Dome multiplier to 0.4

Stage 9: Replace blocks for Lamp Posts and Trees

Simplified blocks for lamp posts and trees in the AutoCAD drawing can now be imported and replaced with 3D models and images using Key 3D Model Objects and Image Objects dialogs. TheLegacy AutoCAD drawing import is used for this operation

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
AutoCAD Drawing files: dwg_files.zip (784kb)
3ds Max Scene files: scene_files (7.8mb)


9.1 Import and replace Lamp Posts

  • Carry on from the previous scene or open ACAD to 3D Stage 9.max
  • On the Display Panel > Hide by Category rollout check Lights and Helpers
  • File > Import. Choose Files of Type: AutoCAD Drawing [*.DWG,*.DXF]. Select Project for 3D 03.dwg
  • On the AutoCAD DWG/DXF Import Options dialog > Layers Tab select 0_Lighting columnsO_Tree 10m dia and O_Tree 5m dia
  • On the Geometry Tab check just Weld with a Threshold of 0.1 and Derive AutoCAD Primitives set to Layer
The lamp post and tree blocks are imported

  • Select all the lamp post blocks named Block:Light block and maximise the User viewport
  • Open Key 3D Straight to Surface and press Move. All the lamp post blocks move to the surface

  • Keep all the lamp post blocks selected
  • Open Key 3D Model Objects dialog and select Lighting - road / K3D Conical taper / Light conical 06m 02
  • Press Replace. The 2D blocks are replaced by 3D Lamp Posts
NOTE: If other types of lamp posts are required simply select the lamp posts again and replace from the Key 3D Model Objects dialog or use Key 3D Replace to replace any objects with others




9.2 Import and replace Trees

  • Open Key 3D View Manager and select view: Overview SE. Press Copy to Camera
  • Select all the tree blocks named Block:Tree 10m dia and Block:Tree 5m dia
  • Open Key 3D Straight to Surface ;and press Move. All the tree blocks move to the surface
  • Select all Block:Tree 10m dia tree blocks. These are 10m diameter trees
  • Open Key 3D Image Objects dialog and select Trees and Shrubs / Trees mix / Street tree mix
  • Press Settings and change the settings as below:

  • Close the Settings dropdown and press Replace. The 2D tree block are replaced with 3D Image Objects

  • Select all the 5m diameter tree blocks and repeat the Replace procedure
  • Change the Settings as below, randomising the height and width using the spinners

  • Open Key 3D Image Object Settings 
  • Under Apply To select All
  • Press Look At Camera. All the tree Image Objects turn to look at the camera
  • In the Top viewport look at the Image Objects and press the button under Vertical Adjustment In the Up until the trees are vertical
  • Press Add Shadows to add shadow objects to the trees


  • Render the Camera view
The Image Objects may be too bright. To solve this do the following:
  • Open Key 3D Bitmap Properties
  • On the Show list box select Image Objects Only
  • Select each tree object in turn from the right hand window and reduce the Brightness. Note that only one bitmap is shown for each type of tree (4) as the change in bitmap properties will affect all trees using these maps in the scene

NOTE: Make sure that Helpers is unchecked on the Hide by Category rollout on the Display Panel. This will allow the image objects to be selectable

TIP: At this stage in the modelling process use Key 3D Sunlight to quickly move the Sunlight position for optimum rendering results. Use the Create and Remove Animate buttons for quick results whilst performing test renders
NOTE: When using tree mixes only Basic shadows can be displayed. To use Best shadows, single tree species must be used

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