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Making of "Marooned"

Saeed Amiri 2016-06-06 09:35 tutorial  > 3ds MAX  > modeling

Saeed Amiri explains how he created moody alley in 3ds Max and ZBrush.

This is a tutorial by Saeed Amiri. Visit his page on Behance: Visit his page on Behance: www.behance.net/saeedamiri

Click on image to enlargeFig00_evermotion.jpg

My main inspiration was Julien Coquentin's photos and I’ve also used some other photos as inspiration.

 

 

Modeling

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I used Debris Maker for blocks. I modeled cement mortar with simple polymodeling which is decimated and unwrapped in Z-brush with Decimation Master and UV Master.

 

I used Wire Fence Script to model the fence. The Road is a long plane which has 10x10x2 FFD box modifier to controll it’s tilt and bend.

Click on image to enlargeFig02_part_01_evermotion.jpg

I used SpeedTree to model the trees.

 

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I modeled only one tree and then used Export Variations for making 5 different trees in one style.

 

I used Z-brush deformation tools to create stone wall. This was my workflow:

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First, you need to have a lowpoly and unwrapped geometry of your wall

 

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Export your model as .obj file and now it’s ready for Z-brush.

 

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Before importing into Z-brush you need an alpha texture of stone wall which you will use as a mask in Z-brush.

 

Click on image to enlargeFig03_part_04_evermotion.jpg

Import .obj file into Z-brush and subdivide mesh more than once, load your texture as alpha then go to masking section and use Mask by Alpha, Then use deformation tools to give displacement to your mesh (I used Inflate & Inflate Balloon), After that you can sculpt small details on your wall, At the end use Decimation Master plugin and decrease your mesh poly count.  My final result above.

 

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I also used Z-brush’s Clay brush for adding the details

 

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The rest of my models.

 

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Objects were distributed by Advanced Painter.

 

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That will be enough for the modeling, now we can move on lighting setup, but before that, I want to show you the viewport with all models.

 

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I used Dome Light with an HDRI from VIZ-Park to lit the scene. I desaturated this map and used standard direct light for simulating sky light with poor sun light.

 

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I used standard target light to lit the interior.

 

Materials

I always used composite and another blend tools to create materials. Most of the textures were downloaded from texturepilot.com and textures.com, for clean UVW I always had unwrapped geometries. Some materials tips:

  • The road: I used Vray Blend as the main material for mixing soil and asphalt material together

Click on image to enlargeFig09_part_01_evermotion.jpg

Asphalt material

 

Click on image to enlargeFig09_part_02_evermotion.jpg

Soil Material

 

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They were blended with this texture which I had created in Photoshop.

 

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And this is the final result.

 

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Wood Material

 

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Door Metal

 

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Render Settings. I always used Progressive Image Sampler with zero noise and render time, usually I stop the rendering by myself when everything is looking good but in some cases with tight deadline I set a render time.

        
Post production

Here is a post-production process with Photoshop and Magic Bullet, Nik Correction plugins.



Here is the result and thanks for reading.

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Final result. camera 1.

       

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Final result. camera 2.

       

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Final result. camera 3.

       

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Final result. camera 4.

       

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Final result. camera 5.


Visit my page on Behance: www.behance.net/saeedamiri
 

Author: Saeed Amiri Editor: Michał Franczak
Tags: 3dsmax marooned saeed amiri moody cloudy
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Yones 18:49:39  |  06-06-2016
Fantastic Amir
skipgainer 21:02:18  |  06-06-2016
superb
stanslavov 06:15:49  |  07-06-2016
crazy details :-)
babak-Aghaei 10:03:33  |  07-06-2016
awesome dear amir
AmmarShow 01:53:32  |  10-06-2016
respect
Atef shoar 05:30:32  |  16-06-2016
amezing... Amir
ali shafiee 00:56:22  |  25-06-2016
perfect sir amir