3Ds Max author Ben Tate is back once again with this exclusive 3-part tutorial series covering all of the processes involved in creating ‘The Lantern’. In this first part, Ben walks us through the modelling process, taking a look at not only traditional poly-modelling, but also how we can use splines to speed up your workflow when tackling more complex geometry. Let’s get started!
In this tutorial we’ll go through the entire process of modelling, uvmapping, texturing, lighting and rendering an old lantern in 3d Studio Max. We’ll use poly modelling techniques for the majority of the model, but we’ll also take a look at how to use splines to create the more complex pieces.
With the modelling completed, we’ll move on to the UV mapping – all of which will be done inside of 3ds Max using the many tools contained in the Unwrap UVW modifier, such as Flatten and Pelt Mapping. We’ll also discuss tips and tricks for UV mapping sub-divided geometry. With the mapping completed, we’ll scale the uv islands to the correct proportions and clean up our objects.
Finally we’ll pack and finalize our UV’s into a single layout, before moving into Photoshop to create the Diffuse, Bump and Specular Maps. We’ll also create procedural materials for the candle and flame inside Max, and finalize our scene lighting for the final render.
Video 1
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Video 2
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Video 3
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Video 4
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Video 5
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