'Post-apocalyptic City - Part 1'
by Michael Thingnes
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In this tutorial I'll take you through the process of quickly creating a textured city in 3ds Max 2009 and how you, through a few extra render passes, can go from a quite crappy render to something half-way decent using After Effects CS3. If all goes well, we'll end up with a finished shot not too far from the clip above. In Part 1 I'll cover the creation of the city in 3ds Max and in Part 2 we'll jump over to After Effects for the compositing.
Click here to go to Part 2 |
| Step 1 : Creating Buildings |
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| Create a few buildings in 3ds Max or use the Max file provided above (Fig.01). |
| The more buildings you create, the more diversity you'll get in your cityscape. (Shocking, isn't it?) Make sure the pivot points of all buildings are placed at ground level (Fig.02). |
| Lastly, you'll end up with a total building count of around 3000, so low poly is probably a good idea if you don't have a very fast system. |
| Create a plane and name it “CityEmitter”. The buildings you created in the previous step will be distributed across this plane (Fig.03). |
| Next, go to the Create tab, choose Particle Systems from the drop-down menu and choose PF Source (Fig.04). |
| Place the PF Source anywhere in your scene. The position is not important (Fig.05). |
| Under Emission, set Viewport Quantity Multiplier to 100% so you'll be able to see all buildings in the viewport (Fig.06). |
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