3D World

(Sean Pound) #1
TuTorials
Master large-scale environments

scatter
using PFlow
Had this scene been
animated you could
use Forest Pack’s
PFlow support to
animate the lanterns
in the foreground
using particles. Just
add the PFlow object
as a distribution
source to create
instances that
match the particles’
position, rotation
and scale.

02


use PlaceholDer geometry
Once you have the terrain roughed out, add
placeholder geometry for the major elements to help
work out which camera angles you plan to use. In
this scene, the landscape was modelled with a lake
in the foreground and a flat section to showcase the
architecture in the midground, which gives way to rolling
tree-lined hills in the distance.

01


moDel the ForegrounD terrain
The landscape is probably the biggest contributor to the overall balance
of the image, so it’s always a good place to start. There are many excellent
dedicated landscape modelling applications on the market, but for speed
nothing can beat poly modelling in 3ds Max. At this early stage, try to create
the landscape in a way that encourages experimentation by maintaining good
edge flow, using as few edges as possible to define the basic shapes and only
then adding a TurboSmooth or OpenSubDiv modifier to add refinements.

04


aDD the builDings
With the composition worked out, you can create
the buildings. Poly modelling is used throughout for the
building structure which is then populated with a mixture
of high-quality stock and bespoke models. For believable
renders it’s important to add subtle variation. For
example, you can use the RandomByElement modifier
with multi-sub object materials to randomise the textures.

03


sPlit uP the terrain
It’s tempting to model a landscape as one large
surface, but when your scene is measured in kilometres
that’s not always a sensible approach. If you only model
the sides of the hills facing the camera you significantly
reduce the number of trees and objects scattered later
on, speeding up render times. You can use the same
approach to add scan data that fills in the background.

05


KeeP everything Parametric
For this project we want to retain the ability to experiment, so it’s
important to make sure that anything we add is easy to update. One way to
achieve this is to make models parametric. For example, tucked away in the
trees in the final render is a power line that we’ll create using the RailClone
plugin. RailClone also instances geometry automatically, so even though the
object ended up barely visible in the final render, you’ll have a reusable high-
quality asset that’s easy to edit and suitable for close-ups in future projects.

06


create the Power lines
Draw a spline across the background of the terrain
to define the path. Create a new RailClone object, open
the graph editor and create a one-dimensional array by
adding an L1S Generator. Wire the pylon geometry to the
Generator’s Start, End and Evenly inputs. Wire the cable
geometry to the Default input and change the Default
Mode so the cables are scaled to fit between the pylons.
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