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Making Of 'Wal-Mart 2161'

By Brano Florian
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| 5 Comments
| Comments 5
Date Added: 2nd March 2012
Software used:
3ds Max, Photoshop

Materials

The materials are nothing special. The Bump and Specular maps were edited PSD files. This is a relatively quick process. Individual bitmaps are assigned to slots in V-RayMtl. The only values that I set were the Reflection values in the basic parameters.

Terrain

The terrain is divided into three parts. The furthest part is a large plane with a Displace modifier. Inside is a Cellular map masked by a radial gradient. After I collapsed these layers I rotated and adjusted the scaling to make the ground look good from the camera view. The part out of view was hidden by a Poly modifier (Fig.04). The material is a simple mixture of two different tiled textures of sand masked by a procedural Noise map. I'm sure you know what I'm talking about; this technique is well covered in other Making Ofs on www.3dtotal.com.

The middle part of the terrain is just a dense plane with a Noise modifier in place to emphasize the varying surface.

1495_tid_4.jpg
Fig. 04


The Road

The road is closest to the camera so it had to look good. I didn't want to waste much time here testing Displacements so I made it as simple as I could. I mapped onto a plane an edited photo of a road and exported it to Mudbox. I then sculpted the cracks and varying levels. Then I imported it back into 3ds Max with the highest level of tesselating. The last thing to do before the road was complete was to set some Noise.

Objects in the Environment

I modeled five blades of grass. Each one was slightly different in size and direction of bending. I copied them into a clump of grass with the Advanced Painter. The painter took care of rotation and random size as well. I then applied a noise modifier and FFD for the final shape adjustments. The material is a multi-sub material type with four standard materials. Every one has a slightly different yellow-green gradient in the Diffuse slot. To assign an ID I used the script "randomElementsMatIDs" by Andrei Kletskov. The rocks were generated by the script "RockGenerator" by Alessandro Ardolino and the material is the same for the terrain (Fig.05).

1495_tid_5.jpg
Fig. 05





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Readers Comments (Newest on Top)
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(ID: 175297, pid: 0) Mac on Tue, 08 January 2013 5:21am
That's funny. Walmart has billions & billions of dollars. If they end up like this, I cannot imagine what the rest of us will end up as. Insects? Maggots?
avatar
(ID: 133856, pid: 0) Gillsing on Tue, 17 July 2012 3:00pm
Ha! Before seeing Fig. 02 I thought that this Wal-Mart was mobile. Still looks great though!
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(ID: 95161, pid: 0) San on Thu, 15 March 2012 7:41pm
Outstanding work :)
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(ID: 90455, pid: 0) Marco Rocha on Sat, 03 March 2012 12:09pm
Wau! Show man!
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(ID: 90259, pid: 0) Ajay Singh on Fri, 02 March 2012 12:53pm
nice work and tutorial
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