Introduction My name is Lebedev Denis, I'm working as 3d designer in a CG studio in Moscow. Nice to see many people was interested in ...
IntroductionMy name is Lebedev Denis, I'm working as 3d designer in a CG studio in Moscow. Nice to see many people was interested in my recent work: It's going to rain on CG Record Gallery and I'm glad to share you my Making of tutorial
IdeaI decided to train myself to higher lever and try to implement something complicated environment scene I have not done, and this time suggested try to work with a large field experiment.
I'm more and more touches the theme of the Soviet past, stories so familiar from childhood. I wanted to show the Russian landscape is so recognizable to this day. And one of the most striking images in my opinion is a copy of the Soviet period, farm machinery, tractor Belarus MTZ-80l. I imagined how it would be spectacular blue color contrast on a plowed field on the background of fading autumn grass under the transmission towers, overgrown with wormwood.
ModelingLike any other work it all starts with the collection of references images for modeling and then texturing
and here is what I've done in 3d smax
for a more realistic I was trying to increase the number of polygons and then apply Noise modifier to the part which is visible in the Camera
Modeling of vegetationIn the modeling of vegetation a lot of photos which was taken by me and my wife while We were walking through the fields in late Autumn have been used. Many of the plants I brought to the house to make more "comfortable" pictures, which further helped in the work.
I was trying to create the model to be really simple, used the sweep or simply adjust UVW that will make the texturing step will be much more easier later. The Leaves can be add some Noise modifier I also used some free tools for Modeling in 3ds Max like Advanced Painter
So I did the main types of grasses in different variations on the 4 - 5 pieces.
Modeling of GrassThe grass was added to the field by 3ds max Plugin MultiScatter in several layers:
The first layer of green grass is dry and yellow varying height and density. For the green grass was created 4 objects MultiScatter with different settings for each, for the yellow - 3 MultiScatter. These settings were chosen by experimentation and comparison of the results.
The second layer - are some areas with higher grass, some angle of inclination and different densities. These include the thick stems of other plant species. This stage is perhaps the most difficult if you are discerning enough to get the result. If the automatic method fails to achieve the desired results, We have to spread by hand, organizing the grass in groups, moving and rotating. All copies of the plant must be Instance. Of course, the manual method is preferred, you always have grass where needed and as needed, which is very important it is for art work.
Here are some results of my experiments with grass
Modeling of The Field
When I started to work on a plowed field, I was tormented with a lot of fears about such an implementation, starting with how many polygons of all this need and ending with the complexity of the object). But contrary to my fears, to do so was not so complicated deed, although the result is certainly not ideal and simplified.
Before starting work, you need to become familiar with photographs, and try to parse it into its component parts (split by sections).
So I divided the field into the following sections
1 - the bulk of the land.
2 - fine loose earth
3 - large clumps of earth cut with a plow and a typical trace of the cut
4 - roots sticking out of the plowed land
5 - herb that is naturally not all hidden under a raised virgin
6 - other debris (leaves, branches, parts of the herbs and plants).
First create a based model for the land surface from a plan with modifier Noise, then add more clumps (can be created by using script called: Rock Maker) and then the Roots ( using the plug-GrowFX) by using MultiScatter.
Part 2 is coming shortly
Making of - more Making of