Making Of 'The Vault'

Hello I'm Generalvivi and welcome to another segment of the "Making of" . Today I'm going to show you how I made my "Vault floor" scene using 3ds Max 7, Photoshop CS, and Unflold 3d.

The Money Stacks

In my scene I started out by making a plane with 4x4 segments with a length of about 40 and a width around 100. After doing so I converted it to an editable poly.

Next I searched for a dollar bill image on google.com which you can see below in image 1. After making them a bit dirty with some grunge brushes and changing the hue a bit on the 500 dollar bill it was time to apply them to the planes we created, which you can see in image 2

Fig 03

Fig 03

Image 1

Fig 04

Fig 04

Image 2


Applying the texture at this point in your development stages will help you see if you need to change up your plane to make the texture fit better.

Now to create our stacks! To make our stacks of money, I'm going to be using scatter. To pull this effect off, I made my scatter path object for my money to scatter on.

I made a small cylinder with about 20 sides and stuck it in the middle of my dollar bill. This will help keep my money in a stack and not in a messy pile.

Next I made sure my dollar bill was selected then

  1. I clicked on my geometry button and
  2. pulled down the tab to compound objects and

  3. then hit the scatter button. After doing that
  4. I clicked on "pick distribution object" and then selected my cylinder.



After this, I went to my modify tab and changed some of my settings . The first things I changed were the "Duplicates - 40 " then I changed my "Vertex Chaos - 0.7". This gave all the planes a different look and helped make them look more like paper . After that I changed my Distribution Object Parameters to using "Volume" this gave me my stack of money I was looking for

Next I changed some of the scaling parameters to give the money even more of a different look. After changing the scaling I changed the "uniqueness" until the stack pieces were closer together.

I then proceeded to convert this back to an editable poly and use the element selecting tool to bring all my separate stacks together to form one big stack. I then deleted my cylinders since I wont be needing them anymore.

I then randomly selected different planes in the stack and switched out the dollar bill textures I made. This makes the stack differentiate a little better. Even though one is a 500 and another is a 1 dollar bill the viewer will not see the difference in the two since they will be stacked so tightly together.

Then I added a bend modifier and made a small bend in the stack. I also scaled the entire stack down vertically to make it more compact.

A quick render to check to make sure it all looks ok . I also adjusted my top plane to make sure that it wasn't merging with other planes.

To make my 2nd stack of money I just shift copied the first stack and changed the top planes texture to the 1 dollar bill. I then shortened the stack by deleting some of the bottom planes .



To make my money bands, I made a box that fitted to the middle of the 1st big money stack then I chamfered the edges till it was round enough. After I fit the box to the money stack and made it look like it was constricting on the money I deleted my sides and unwrapped it then skinned it.

After finishing this on the big stack you can shift copy it to the smaller stack . The skin my look a bit stretch but you can fix this by modifying your uv map.

To make the band texture I used this paper image then made some blending changes and made some small graphics and combined the two together to form my finished product.

To make my 2nd stack of money I just shift copied the first stack and changed the top planes texture to the 1 dollar bill. I then shortened the stack by deleting some of the bottom planes .

The Money Bags

For the money bags I created a chamfered box then gave it > width - 15 > length - 15 > Height - 5 in segments.

Next I gave it a "displace" modifier and added a bump map . I then changed the "strength - 5.65" and the "Decay - 1.0 " mountains .jpg is the name of the bump map that I used in my displacement modifier.

After I converted this back to an editable poly, I selected my edges that will define my unwrap and split them > exported selected to unfold 3d as a " .Obj" file with these specific settings.

Then I loaded it in Unfold 3d and hit "auto unfold" and I also applied a checkered texture to see if there was any stretching.

Once I saved this out I imported it back into Max > converted it back to an editable poly > welded my vertices again > since my smoothing groups were messed up I applied a smooth modifier then converted it back again to an editable poly. Then I applied my skin I made.

To make my skin I did the following steps



To make the straps on the bag stand out even more I cut some edges defining them and then inset and scaled them inward and chamfered twice.

After doing that I made a bump map by desaturating my skin and changing the brightness and contrast.

The Floor Tile

The floor tile is from a game called 'Counter-Strike' source. Although the tile is not mine the bump map is mine . This is how I made the bump map

Setting up the Scene

When I went to set up my scene I wanted to make it look like some of the money and money bags were left behind on the floor from a bank robbery, I added in some random bullets as well. As you can see I have a plane set up like a grid so my tile texture gets spread nice and evenly across the floor.

Rendering

I used V-Ray to render this scene - lights

For rendering I used 3 target spotlights spread evenly across my scene with these parameters

- shadows [turned on]
- intensity [multiplier: 1.27]
- spotlight parameters [hotspot/Beam : 17.0] - [Falloff/Field: 104.6]

Textures - For the floor tile I used a VRayMtl with a high reflection and a bump map of 62.0 and I also made a pure white diffuse with self-illumination at 100 for my overhead lights.

Once applied to the floor the you can see how well it tiles and how the bump map looks

Now to model the light fixture. I used a black box and modeled a grid section over a white plane with the 100% illuminated texture on it.

I used a 100% illuminated texture to make sure that it would show up in the shine on the tile on the floor.

Now we set up our lights in our scene .

Take a quick render and you can see how much the lights above your scene change the way the tile looks and acts, and how the bump map bends the way the light is rendered on the floor

The Finish

Now that all your lights and textures and props are finished we can do our final render.



I'm pleased with the way it looks, so I find my favorite camera angle and and add a camera by holding "control" and pressing "c" from here I can modify the lense on my camera and do other changes for the final render.

This is what I got for my final render.

I want to thank everyone for taking the time to read my tutorial and if you want any more tutorials I have a level design website called www.iwannamap.com which has some video tutorials I made for 3ds max in the tutorial section . You can also reach me on the forums there if you need any help.

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