Now go the to display panel and click unhide all.Select the second ground box (the one with out grass) and delete it. Now select the ground box along with the blades and make a copy and place it at the same place where you have deleted the ground box a moment ago. Now my grass look like the one in the picture. Don't worry about the background sky. We will add that later.

Creating Water

16. For water material. Select an empty slot. Click on the standard button and from the list select Raytrace. Change the shading type to Phong. For reflection, type 45. Set the specular level to 75 and glossiness to 56. Go to "Raytrace control" rollout and check the reflection and refrection both with values 160 and 90 respectively. Goto "maps" rollout and click on bump slot.Select "Noise" from the browser. Only change the bump amount to 5. Select the water surface (the plane) and apply the water material to it. If you render the scene you won't get anything like water and your rendering will take some time. The reason is that you must provide an environment for the water so that the water should reflect that. Now at the end you will get a realistic water from the same material. For now on apply a simple material to the water surface again, so your rendering should be fast.

The modeling part is almost completed. Save your work with any name. Reset 3dsmax. Here I am using trees.

USING XREFRENCE

17. Now open the scene where you have saved the tree(s). If you want to make copies of only one type of tree, it's your choice, but I am going to make copies of three different trees in this scene. As you can see, I have three trees in the viewport. I have named those (from left to right) Cherrytree2, cherrytree1 and dense tree. Next creat a box whose height should be equal to the height of your tree and try to set its lenght and width equal to the lenght and width of the tree's stem and set segments to 1, 1, 1. We will use this lowpoly box in our scene but when we will render this box in our scenery, we will get tree rendered instead of box. Thus we can save alot of our computer's memory. If u are using three trees then make three copies of these boxes and move each one of them closer to each tree. As shown in figure. Give these boxes the names you have given to the trees but only add "lowpoly" at the end on everyname eg. cherrytree2lowpoly. Now save this scene with name as trees.

18. Open ur scenery again. We are going to add trees in our scene. Go to File and select "Xrefrence objects". In Xrefrence dialogue box click Add (on upper rightside) and from browser select the scene where you have saved the trees. I told you to save it with name as "trees". Click Open, it will show you a new dialogue box. From the new dialogue box select the three high poly trees named cherrytree1, cherrytree2 and dense tree (remember not the one with lowpoly name at the end). Press ok. Close the Xrefrence dialogue box. Now you have the trees in your scene.

19. There is no need to make too many copies of the same trees. Ok, first place these trees at some good and clear locations in your scene. When you are done select any tree. Go to modify panel. Now if you see in your stack, you will only find "Xref object" in your stack. You can apply modifiers to it but it won't work on original mesh. Ok, leave it and in modify panel scroll down to "Xref:viewport proxy". Click on the file name (the icon with 3 dots) and in browser select the scene where you have saved the trees. Remember don't confuse this file name with the one located above in" Xref:". If you have selected the cherrytree1 then from the list select cherrytree1Lowpoly and click ok.
Wow, it's magic, your cherry tree turned into a box. If u render the scene yowill get the cherry tree rather than a box. Yocan make copies of this box and all the boxes will show trees in rendering, thus u have save alot of vertices in your scene and made your scene work faster. Repeat step 19 for the other trees. But from file browser, for cherrytree2, select cherrytree2lowpoly and for "dense tree" select densetreelowpoly.

Your scene should look like a bit mine one. The boxes in this picture are trees. If ur boxes are above the ground, don't move them coz when you will render them you will find them in right location. All you have to do now is to add a back ground.U can add a backgournd of your own choice but I have added a green mount using alpha mapping. There are two JPEG's which I am going to provide with ths tutorial named bliss and blissopacity.

20. Create a big sized plane in the background which should cover your background. Now press 'M' to open the material editor. Select an empty slot. Go to "maps" rollout. Click on the diffuse slot and from browser click bitmap and select the "bliss.JPEG". Now again in "maps" rollout click the "Opacity" slot and from browser click bitmap and select "blissopacity.JPEG". Apply this material to your background plane. In the material editor click on show map icon. Now you can see only the mount in the viewport and the remaining black part has disappeared. My scene looks like this.


Giving the final touch
Our modeling part is over.If u look at my rendered scene, there are some stones lying at the border of grass ground.U should creat that for your self.Simply make a sphere. Apply a "Noise"-modifier and chage its fractal value till u get the shape of a stone.Apply any stone texture to it.
For more detail in the background, add any sky bitmap. Go to Rendering > Environment and from browser click on the "environment map" slot and from browser select a sky bitmap.
For more detail, I have added some flowers and bushes. You can also download these from the internet.
My lighting is very poor because the main theme of this tutorial was to teach you some modeling not lighting. So create your own lights. Apply the water texture to the watersurface and render your scene. Don't worry it will take a little time.
After rendering the scene in MAX I have added a little blur to my final picture in Photoshop.
Any questions related to my tutorial,please mail me and don't hesitate to ask any question. My email ID is zaheermukh@yahoo.com




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