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.
Creating ground surface
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:
Illumination
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.
Grass
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: