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| This
lesson contains the detail view of glade creation process. The lesson is reckon
on 3DStudioMax users and also is based on Grass-O-Matic plugin for 3DSMAX. The
lesson consist of six parts, where you Can learn how to create: a ground surface
with lichen and naked regions, illumination of bright sun day, grass of different
types, flowers and stones. |
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| The
first we draw in any 2D picture editor (for example in Photoshop) the mask for
ground surface with path and hollows. It might be some of that kind: |  |
| Now
let's create the region of a landscape. The first we create an object "Ground"
of QuadPatch type: |
| Length
: 200; | | Width
: 200; | | Length
Seg : 10; | | Length
Seg : 10; | | |
 | Applying
the modifier UVW Map: |
| Mapping
: Planar; | | Length
: 200; | | Width
: 200. | | | Next
you apply the modifier Displace: |
| Strength
: -5; | | Length
: 200; | | Width
: 200; | | Bitmap
: "pic1.jpg"; | | |
| Now
you'll create two objects, that will serve us for placing grass, flowers and stones.
Clone our "Ground" object and name it Grass_Mask. Convert it to Editable
Mesh. Then we switch ViewPort to the Left View or to the Front View. Select faces
like it shown on the picture: |
|
| Detach
selected faces. Name detached object as Step_Mask. Hide both objects. |
 | The
next step is to create a Ground material for ground surface. It will consist of
lichen and naked regions. Naked regions are pointed with the mask. Lichen region
will be a mix of two bitmaps. Here is the scheme how to create the Ground material. |
| Now
increase Self Illumination of material to 10 and our ground surface is ready.
Apply the Ground material to our Ground object. You'll have something like that: |
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| Next
create a Target Directional Light, that will emulate sun. Setting parameters: |
| Multiplier
: 1.3; | | R
: 255; | | G
: 248; | | B
: 210; | | Cast
Shadows : On; | | Shadow
Map Size : 2048; | |
 | Now
create a system of directed lights for sky light emulation. Place them like it
shown on the picture: | They
must have following parameters values: |
| Multiplier
: 0.125 | | R
: 188 | | G
: 216 | | B
: 227 | | Cast
Shadows : Off | | |
| Next
create one light more and direct it from bottom to top. It will emulate ground
illumination: |
| Multiplier
: 0,35 | | R
: 189 | | G
: 273 | | B
: 138 | | Cast
Shadows : Off | |
| In
fact, this part you can replace just increasing Self Illumination of all materials
in scene, or using renderers Vray, Brazil, Global Illumination, Mental Ray and
other. |
| |
 | Create
object of Grass-O-Matic type and name it Grass_Green. It will be green grass on
the glade. In Wind and Placement rollout of grass properties select the object
Grass_Mask as a placement object. Set following parameters to grass object: |
| | Diffuse
texture for green grass material will be Swpeedc.jpg: |
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| Create
another grass object and name it Grass_Dead. It will be a dry grass on the glade.
Object for placement - Grass_Mask. Set the parameters values as following: |  |
| | Diffuse
texture for green grass material will be DeadGrc.jpg: | |
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