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3ds max studio low poly text
3ds max studio low poly text







3ds max studio low poly text

I also had some single leaves that I changed the pivot point on to scatter as well.Īll that was left to do now is to check all is placed correctly.Welcome to the first section of this 3 part tutorial on the creation of this low poly character. These ‘leaf piles’ could now be scattered around the scene to cover up the ground. This is where you can randomized the material. The last step was to attach them to all together as one object. I then painted a couple different versions of smaller piles. These were made out of simple planes with a bend modifier and noise modifiers applied to them for variations. Now that I had the grass in place I created 4 different leaves. I loaded them into the Advanced Painter script and painted them on the ground surface. Once the grass clumps were made, I followed the same procedure as I did with the gravel. I will not cover that here, but I recommend you all to read that tutorial and visit Peter’s inspiring blog. The grass was created based on Peter Guthrie’s great two-part grass tutorial ( part 1 | part 2). I then manually adjusted some of the logs for to add that final touch. Once I was happy with the output I updated it to 3D Studio Max. You can now play your simulation until you like the results, or reset and adjust some of the physical properties to your liking. Now click on the preview in window tab to bring up the preview window. Most of the settings are default with just some adjustments on the col. Setting the Physics of the Wood Pile Simulation.

3ds max studio low poly text

Setting the physical properties of the objects is done under the rigid body properties menu. I added both plane and wood objects to the rigid body list. I then created a plane and added a rigid body collection gizmo into the scene. I created three shapes and then copied them multiple times. The Advanced Painter script is really powerful It has become a regular part of my workflow.ģD Studio Max’s internal reactor system was used to create the wood pile. You can adjust your settings according to your needs as you go along. I loaded the objects I wanted to paint on the ground into the list, selected the ground as the surface to be painted on – and started to paint away! I also created a few versions of the diffuse maps, just to stretch the randomness a little bit further.Īdvanced Painter script (found here at the script spot) was used to paint / scatter on the ground surface. Once I was happy with the small collection, I individually create VRay proxies of the stones, so they could be scattered on the path. I made 12 copies of varying size & noise levels. I then add a FFD modifier, yet again, to drastically change the overall shape, making it look more stone-like. I started with a simple sphere, adding a noise modifier to it. Again, these were spheres with the FFD modifier added to them.Ĭreating the small stones was pretty easy. I also added a few spheres for the massing of the larger leaf piles. The steps were made out of 3 copies of a chamfered box with some noise and varying settings that were then instanced around. Now that I had the ‘gravel path’ ready, I created the steps. It also gave me the freedom to add a displacement modifier if needed to a smaller area of the environment. This also allowed me the freedom to raise the poly count and paint in some finer landscapingĭetails and adjust the other UVW maps separately. I did this so I could detach the poly’s that will make up the ‘gravel path’ part of the ground. I then converted it all to an editable poly.

3ds max studio low poly text

Once I got the ground shape I liked, I saved a copy of the un-collapsed stack, just in case, as a backup. To blend it all together I add, at the end of all the little adjustments, a relax modifier. For more detailed deformation work I applied an edit poly modifier and then used the brush tool to paint those details in. To further adjust the shape of the ground surface I added a FFD Modifier to allow for general and quick adjustments. To the bitmap slot of that modifier I then added a ‘Height map’ that I manually created in Photoshop. I started the process of modeling the ground with a simple plane, adding a displacement modifier to it.

3ds max studio low poly text

Check out Chris’s personal blog at: Preparing the ground. Chris is a freelance 3D Artist & a 3D Instructor at the Vancouver Central College.









3ds max studio low poly text