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SAND KINGDOM *No headphones required for this tutorial SET UP THE UNITS 1. Go to Customize>Units Setup and set Display Unit Scale to US Standard Feet w/Fractional Inches. 2. Create a Biped system to use as a guide regarding proportion. Set the Biped to a real world size height. MODELING THE GROUND 3. Create a plane that will serve as a ground for your entire environment. Increase the Length and Width Segments to 50. 4. Now it’s time to make it bumpy, add a Noise modifier to the plane. In the Noise modifier settings, turn on Fractal and increase the Strength in the Z direction until you see the ground start to look bumpy. If you need to see exactly how this is done, click on this link: https://drive.google.com/open? id=1kXdPdifDRd5GhiTjO1YYtw9Aor2L2rYV MODELING THE PILLAR

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SAND KINGDOM*No headphones required for this tutorial

SET UP THE UNITS

1. Go to Customize>Units Setup and set Display Unit Scale to US Standard Feet w/Fractional Inches.

2. Create a Biped system to use as a guide regarding proportion. Set the Biped to a real world size height.

MODELING THE GROUND

3. Create a plane that will serve as a ground for your entire environment. Increase the Length and Width Segments to 50.

4. Now it’s time to make it bumpy, add a Noise modifier to the plane. In the Noise modifier settings, turn on Fractal and increase the Strength in the Z direction until you see the ground start to look bumpy. If you need to see exactly how this is done, click on this link: https://drive.google.com/open?id=1kXdPdifDRd5GhiTjO1YYtw9Aor2L2rYV

MODELING THE PILLAR

5. Create a box. 6. Convert the box to Editable Poly.

SAND KINGDOM*No headphones required for this tutorial

7. Use the Extrude tool(in the Modify tab) and the Scale tool to shape out the Pillar:

8. If you need help and would like to see exactly how it is done, click on this link:https://drive.google.com/open?id=1RL4mqFeBjv2yZYhLKGd0lTXMaxBBLM6y

MODELING THE MAIN BUILDING

SAND KINGDOM*No headphones required for this tutorial

9. To create the main building, use the Extrude, Swift Loop and Scale to shape it out:

10. If you need to see exactly how it’s done, click on this link:https://drive.google.com/open?id=1tCmIEE6gBVWslWsg2b3P7u0TFAlO7Ewv

MODELING THE ICE

SAND KINGDOM*No headphones required for this tutorial

11. Create a box and add some segments to it:

12. Add a Noise Modifier to the box. Turn on Fractal. Increase the Strength in the Z direction until you get a result similar to this:

13. If you are lost, click on this link to see exactly how it’s done:https://drive.google.com/open?id=1d1CrbnKmW6bbDPQfZUlfqgenNTR-J8W2

MODELING THE MOON

SAND KINGDOM*No headphones required for this tutorial

14. Now it’s time to create the moon. Create the shape of the moon by using a box, extruding polygons and scaling them. Use spheres to create the ends of the moon and for the eyes. Try to think and do this without watching any video

If you are running out of time, or you just didn’t get enough sleep last night, you can just watch the video here: https://drive.google.com/open?id=1WHgCb2lxUrMVn13f0SRvpVBZFmVBOkDx

TEXTURING THE ENVIRONMENT

15. Go to the internet and find SEAMLESS textures for the following:BrickCloudRed Sand

16. Open the material editor in 3ds Max and create materials for your objects. Plug in the textures to the materials. Make sure to add Bump to your textures to make

SAND KINGDOM*No headphones required for this tutorial

them pop out more. Assign to your objects in the scene.

17. Fix the scale of the texture by using the UVW map modifier.

18. To give the moon a glowy look, create a new material and turn on Self-Illumination in the material parameters.

CREATING THE ICY MATERIAL

19. For the ice, just create an Architectural material, set template to glass:

20. Assign the glass material to the ice model you have created.

ADDING LIGHTS

SAND KINGDOM*No headphones required for this tutorial

21. Create an Omni Light in your scene. Turn on Shadows for it. This will be your main light. Give the light a little bit of yellowish tint.

22. Create another Omni Light. Turn off the shadows for it and decrease the intensity. This will be your fill light. The fill light should have a much lower intensity than the main light.

CREATING CLOUDS

23. Create a sphere that will serve as a globe for your environment:

24. Find a seamless cloud texture to it. Create a material, plug in the texture and assign to the sphere. Turn on 2-Sided in the material parameters if you are unable to see the clouds. Use the UVW map modifier to fix the scale of the clouds.

25. Find a good shot of your scene and render. Turn it in at 3dteacheronline.com