Post by Anthony on Apr 30, 2015 20:13:31 GMT
Step 01 – Model the towers
Let’s begin the modelling process with a 3ds Max Primitive Cylinder. We can then convert it to Edit Poly, where we will begin to adjust the wireframe to achieve the desired shape using the Extrude tool and adjusting the edges and vertices to get the final shape for the towers.
Step 02 – Create the facade
The Taj Mahal building is quite simple to model because all the other three facades are equal, so you just need to build the front facade and copy it. Begin with a plane and create the entrances by Boolean them with other basic models with the desired shape. We’ll then need to fix the bad edges and adjust the vertices. After we have the main facade shape, let’s model the details and compose all the parts.
Step 03 – Model the final details
When it comes to making the domes, start with Primitive Spheres that are then converted into Edit Poly and modelled with the Extrude tool. Like before, adjust the vertices and Swift Loop edges to get the shape. After we’ve built up the base of the building, start to work on the details using the same techniques (such as Edit Poly, Extrude, Cut tool and adjusting the vertices). This is the basis for all the modelling processes for the Taj Mahal. Obviously it’s important that you use real-world reference images to make sure the model is accurate
Step 04 – Build materials
For the building materials, use the same base shader for all the parts, such as walls, ceiling and floor. Create an Octane Glossy material where we can put the Color texture in the Diffuse slot, as well as the Bump map to give the extra detail for the textures.
Step 05 – Add water
For the water material, create an Octane km/ Specular shader. To get a realistic look, we need to play with the Transmission and Absorption parameters, adding a slight green colour to the Absorption. This is because lake water tends to have a bit of a green-coloured tint as a result of any vegetation, and also because it’s stagnant water.
Step 06 – HDRI Map
For most of my work I like to use only an HDRI map for the illumination, as I find that it’s a better option to get a really cool illumination for the scene, with better shadows and colour bleeding. Start off by creating an Octane Texture Environment shader. We then need to add it into the Texture slot as an RGB image. Next, choose the HDRI map as the RGB image – for my scene, I chose one from the Peter Guthiere collection, known as 1725 Sun Clouds.
Step 07 – Set up the lights
To use our HDRI map, we need to O/ open the Texture Environment shader from Octane in 3ds Max’s Environment window. Set the Environment Map to Instance, adjust the Power to control the overall scene illumination, then tweak the Gamma settings that will define the sharpness of the shadows and the contrast. Try to achieve a pleasing balance so that the lighting is as realistic as possible.
Step 08 – Include grass and bushes
For the grass lawn, use the Forest Pack models preset called Common Grass 01. When you’re spreading the grass across the scene, check that there is some variation in both Scale and Rotation to create a random, realistic result. For the bushes, use two models from the Mentor Plants collection: the Picea_nidiformis for the small bushes and the Thuja for the central ones. Spread the bushes manually to place them where you want.
Step 09 – Add background trees
For the background trees, use four Mentor Tree models, from common_01, 02, 03 to 04. Like before, use the manual method to spread them out in the exact positions where you want them, setting both Scaling and Rotation to be Random. Always do this, as it will give you a much more natural look, and try to avoid repetition with the same models. Fill the background with trees next to the main section of the Taj Mahal to get a nice, even composition for the final image.
Step 10 – Decorate the water
To make the scene more realistic, add in water plants by choosing the Water Lillies preset that comes with the Forest Pack plug-in. Use the water plane model as the surface on which to spread the plants. Like before, use the Forest Pack Random Spreading option, then once they are spread out across the water use the Drawing tool to delete sections of the plants. Too add even more realism to the water, have a go at adding ripples to the surface
Step 11 – Render with Octane
For this project I used Octane render engine because it’s a powerful real-time renderer, that is both fast and easy to work with. It has some limitations if we compare it to V-Ray, but Octane Render has some unique features which makes it a fairly serious renderer. It’s also important to note that Octane Render is a GPU renderer, so the render speed will depend on your graphic cards. Once you feel your scene is ready to be rendered, do a low-resolution test render to see how it looks. For my project, I set the final image resolution to 8,000px. Check out the accompanying screenshot to see what settings I used for my render.
Step 12 – Raw render corrections
In this step we will correct some minor problems that come up in the raw render. In my project, I changed the background image and adjusted the sky and clouds. For any changes, always use the render ID pass that enables you to create quick and precise masks. Once we’ve selected the background with the Render ID, we can separate the scene and sky. This means that we can now add another, more suitable background underneath the object, tweaking the Gamma and Colour Balance so it fits perfectly.
Step 13 – Apply Colour Corrections
After we’ve added our new background, do a few colour corrections in the image for the water vegetation, as they seem a bit plastic due to the oversaturation. For this, use Photoshop’s Selective Coloring function and choose the Greens. Adjust the settings so that it is less saturated and has a more yellow-coloured tone
Step 14 – Add in 2D Elements
The initial idea I had for my project was to have a few fish in first plane in the water, so I did a search for free-usage images of swimming fish. Using Photoshop’s Color Correction, Gamma, and Brightness adjustment layers, we can match the fish in the image. Add more ripple effects to bring the water to life.
Step 15 – Finalise the scene
The last step is to give a better colour grading into the image. For this, use the Magic Bullet PhotoLooks plug-in from Red Giant. This is an awesome plug-in in that enables us to do quick and powerful colour corrections. Use the Crush tool to edit colour-tone curves, which will adjust the overall white and dark areas. Add a Vignette and Diffusion to get a more atmospheric vibe, then apply the modifications. Once the effects have been added, sharpen the overall image.
Let’s begin the modelling process with a 3ds Max Primitive Cylinder. We can then convert it to Edit Poly, where we will begin to adjust the wireframe to achieve the desired shape using the Extrude tool and adjusting the edges and vertices to get the final shape for the towers.
Step 02 – Create the facade
The Taj Mahal building is quite simple to model because all the other three facades are equal, so you just need to build the front facade and copy it. Begin with a plane and create the entrances by Boolean them with other basic models with the desired shape. We’ll then need to fix the bad edges and adjust the vertices. After we have the main facade shape, let’s model the details and compose all the parts.
Step 03 – Model the final details
When it comes to making the domes, start with Primitive Spheres that are then converted into Edit Poly and modelled with the Extrude tool. Like before, adjust the vertices and Swift Loop edges to get the shape. After we’ve built up the base of the building, start to work on the details using the same techniques (such as Edit Poly, Extrude, Cut tool and adjusting the vertices). This is the basis for all the modelling processes for the Taj Mahal. Obviously it’s important that you use real-world reference images to make sure the model is accurate
Step 04 – Build materials
For the building materials, use the same base shader for all the parts, such as walls, ceiling and floor. Create an Octane Glossy material where we can put the Color texture in the Diffuse slot, as well as the Bump map to give the extra detail for the textures.
Step 05 – Add water
For the water material, create an Octane km/ Specular shader. To get a realistic look, we need to play with the Transmission and Absorption parameters, adding a slight green colour to the Absorption. This is because lake water tends to have a bit of a green-coloured tint as a result of any vegetation, and also because it’s stagnant water.
Step 06 – HDRI Map
For most of my work I like to use only an HDRI map for the illumination, as I find that it’s a better option to get a really cool illumination for the scene, with better shadows and colour bleeding. Start off by creating an Octane Texture Environment shader. We then need to add it into the Texture slot as an RGB image. Next, choose the HDRI map as the RGB image – for my scene, I chose one from the Peter Guthiere collection, known as 1725 Sun Clouds.
Step 07 – Set up the lights
To use our HDRI map, we need to O/ open the Texture Environment shader from Octane in 3ds Max’s Environment window. Set the Environment Map to Instance, adjust the Power to control the overall scene illumination, then tweak the Gamma settings that will define the sharpness of the shadows and the contrast. Try to achieve a pleasing balance so that the lighting is as realistic as possible.
Step 08 – Include grass and bushes
For the grass lawn, use the Forest Pack models preset called Common Grass 01. When you’re spreading the grass across the scene, check that there is some variation in both Scale and Rotation to create a random, realistic result. For the bushes, use two models from the Mentor Plants collection: the Picea_nidiformis for the small bushes and the Thuja for the central ones. Spread the bushes manually to place them where you want.
Step 09 – Add background trees
For the background trees, use four Mentor Tree models, from common_01, 02, 03 to 04. Like before, use the manual method to spread them out in the exact positions where you want them, setting both Scaling and Rotation to be Random. Always do this, as it will give you a much more natural look, and try to avoid repetition with the same models. Fill the background with trees next to the main section of the Taj Mahal to get a nice, even composition for the final image.
Step 10 – Decorate the water
To make the scene more realistic, add in water plants by choosing the Water Lillies preset that comes with the Forest Pack plug-in. Use the water plane model as the surface on which to spread the plants. Like before, use the Forest Pack Random Spreading option, then once they are spread out across the water use the Drawing tool to delete sections of the plants. Too add even more realism to the water, have a go at adding ripples to the surface
Step 11 – Render with Octane
For this project I used Octane render engine because it’s a powerful real-time renderer, that is both fast and easy to work with. It has some limitations if we compare it to V-Ray, but Octane Render has some unique features which makes it a fairly serious renderer. It’s also important to note that Octane Render is a GPU renderer, so the render speed will depend on your graphic cards. Once you feel your scene is ready to be rendered, do a low-resolution test render to see how it looks. For my project, I set the final image resolution to 8,000px. Check out the accompanying screenshot to see what settings I used for my render.
Step 12 – Raw render corrections
In this step we will correct some minor problems that come up in the raw render. In my project, I changed the background image and adjusted the sky and clouds. For any changes, always use the render ID pass that enables you to create quick and precise masks. Once we’ve selected the background with the Render ID, we can separate the scene and sky. This means that we can now add another, more suitable background underneath the object, tweaking the Gamma and Colour Balance so it fits perfectly.
Step 13 – Apply Colour Corrections
After we’ve added our new background, do a few colour corrections in the image for the water vegetation, as they seem a bit plastic due to the oversaturation. For this, use Photoshop’s Selective Coloring function and choose the Greens. Adjust the settings so that it is less saturated and has a more yellow-coloured tone
Step 14 – Add in 2D Elements
The initial idea I had for my project was to have a few fish in first plane in the water, so I did a search for free-usage images of swimming fish. Using Photoshop’s Color Correction, Gamma, and Brightness adjustment layers, we can match the fish in the image. Add more ripple effects to bring the water to life.
Step 15 – Finalise the scene
The last step is to give a better colour grading into the image. For this, use the Magic Bullet PhotoLooks plug-in from Red Giant. This is an awesome plug-in in that enables us to do quick and powerful colour corrections. Use the Crush tool to edit colour-tone curves, which will adjust the overall white and dark areas. Add a Vignette and Diffusion to get a more atmospheric vibe, then apply the modifications. Once the effects have been added, sharpen the overall image.