3ds max tutorial – Making of Nasu Tepee
In this 3ds max tutorial, I am going to show you my experiences which I gained during making the Nasu Tepee project. I hope you like it.
Recreation of Nasu Tepee project was started when I found some photos of this beautiful building on the Internet. You can find reference photos in the bellow.
Step 1 – Building modeling
Before starting to model any project, it is important to set the UNIT SETUP to unit which you want to work with it because of not to make any problem during the modeling process.
I started to model the building base on the information which I could find on the Internet.
In order to complete the model, I used the Rayfire plugin.
Do not make a mistake! We do not want to destroy anything! By installing this powerful plugin, we add a very interesting and useful modifier to 3ds max which is called Bricks Rayfier. In my opinion, this plugin is one of the fastest and easiest way to build the tile for the building.
Step 2 – Ground modeling – 3ds max
First, I Created a plane in 3D max then edited it by options existing in edit poly such as soft selection, conform and paint deformation and etc.
After UV in 3ds max, I transferred the ground to Zbrush software. I save ground as displacement and normal map. Finally, I transferred the ground to 3ds max again.
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Step 3 – Camera Setup & Lighting
I imported the reference photo into 3D max and then matched the camera with the scene.
For lighting, I used 2 HDRI
Number 2003 Dusk from peter Guthrie pack which gave me great blue theme for environmental lighting.
HDRI with quality Noemotion number 06-14_Sunset A, to make my background more similar to the reference photo.
You can find the HDRI photos and dome light in bellow.
For interior lighting, I used the Vray light sphere.
Step 4 – Cloth Simulation
To create cloth, I prefer to use popular Marvelous designer software. Because simulation in this software is very easy and enjoyable and gives you high-quality outputs.
After making the cloth, to optimize it, I transferred it to Zbrush software and used Decimation Master command.
Step 5 – Tree Modeling
One of the challenges in this project was tree simulation but became easy because of using Speed tree software.
This powerful software is one of the best choices to make any kind of tree.
We only need to know what kind of tree we want then let the software to make it for you.
Step 6 – Rock modeling
To model the rock in 3ds max, there are many different ways. script Rock Generator is one of the good choices for sure
Step 7 – Megascans
www.megascans.se is Very useful Website.
you can find Megascans Studio software helping to create materials and Megascans Bridge software which helps to import Quixel Megascans ready-made models to many software and renderer engines.
Megascans Studio: Ground Texturing !
Megascans Bridge: 3D Models For Using in Vray!
Step 8 – Tea Coal Modeling
A Tea being heated by coal photo was an inspiration for me. First, I modeled the base objects in 3ds max and like always I transferred it to Zbrush software to add details.
Step 9 – Use ready-made models to fill the scene!
I always prefer to model whole the scene by myself in my personal projects, but in some cases especially when you need to save your time, Many high-quality ready-made models can be found in evermotion website https://www.evermotion.org.
Step 10 – Scattering with PhysX Painter script
I scattered the leaves on the stairs by working with PhysX Painter script. This script can simulate the realistic movement.
Step 11 – Scattering with Multiscatter Plugin for 3ds max
This powerful plugin is one of the best plugin to scatter and paint the model. I used it to scatter trees, laves, woods and bushes on the ground.
Step 12 – Details
One of the most important thing making a project interesting and realistic is adding details. I tried to add details as much as possible in this project.
Step 13 – Render settings and render elements – 3ds max
In the following photo, you can see the final settings of the Vray renderer engine.
Step 14 – Post Production
After rendering, it was turn of post-production. I could correct light and colour of the project because of the render elements in this step.
In the end, I appreciate the time you spent on this text. You can watch the process of Nasu Tepee modeling in following movie.
My name is Hossein Yadollahpour. I was born in 1990 in Iran.I was introduced to CG world in 2001 when I was reading a tutorial book which was related to version 2.5 of 3ds max and then I was fascinated by CG world. My overall experience includes architectural visualization, environment design, character design, and VFX.
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