3d Modeli Landshaft
Contents • • • • • • • Introduction [ ] I worked with a group to make a small animation for class and I was responsible for the environment modeling. I really liked the results of the process I used, so I decided to share it with others. By the end of this tutorial you'll have the know-how to create your own flexible, realistic terrain utilizing multiple textures for different ground types. This tutorial assumes that you have the very basic understanding of using Blender (how to add/remove a mesh, how to change views, etc.) I use the following textures in this demo. Feel free to use them if you don't have something on hand to use. NOTE: This page uses a different grass texture for licensing reasons (sorry). Creating the Canvas [ ].
Landscape Design in 3D Max in easy steps,In this tutorial,I have Shown how to make Conceptual Landsacpe.
The 'canvas' that we'll use for our terrain is an evenly spaced grid of vertices. Open a new project, delete the default cube, and add a grid mesh. Use whatever size you want. The more vertices you have, the more detailed and realistic your landscape will appear, but don't get crazy with it since we'll apply subsurfacing at the end to smooth it out. At the same time, you do want enough vertices to prevent sharp edges, and we'll need them in the second tutorial when we cover texture stenciling. So consider how big you want your landscape and try to find a reasonable balance.
I like to start with 100x100. The grid will be pretty small, so scale the entire thing up, let's say by a factor of 20. This grid will be used to build our landscape by pulling hills and mountains out of it. Noob Note: If you don't want to have to delete the default cube every time you open a new file, just delete the cube once so you have the blank window (only lamp and camera left). Then select File - Save default settings or hit Ctrl+U. From now on, each new project you create will start off without the cube.
Molding the Mountains [ ] The key to making good mountains is using the proportional edit mode ( OKEY) and constantly adjusting the radius of influence. If you've already gone through the tutorial then this section will be familiar. One major difference is that in this tutorial I recommend rotating the 3D view around so you have a good view of all three axes instead of working in the front or sides view.
Using the proportional editing tool affects multiple vertices, and it helps to see what effect your changes are having as you make them. • Go ahead and turn on proportional editing, either by pressing OKEY or clicking on the grey ring on the 3D View header. You have to be in Edit Mode to select this option. Once proportional editing is enabled, the ring will appear orange and a new drop-down menu will appear next to it with different falloff styles. Select Smooth if it is not already selected. • Select any random vertex and grab it ( GKEY).
You will see a ring around the vertex you are grabbing. This is the radius of influence, and only vertices inside this ring are affected by the transformation. If you are doing this in the orthographic view from the front, side, or top, then this will be obvious. But if you're at a view where you can see all three axes, then it may be less obvious.
• Keep repeating this process with different size radii and different heights until you have a decent mountain range, but leave an area flat. We'll be using that spot later in the second tutorial. Don't be afraid to occasionally translate some vertices down instead of up to create depressions in the hills. Remember, variety is the spice of life. Barn buddy game free download for pc. Very few things in nature are naturally geometric, so mix up your hills and especially make sure they overlap. How often do you see a nice, smooth hill all by itself in nature?
Note: You'll notice in my screenshot that I have reduced the size of my grid. For simplicity's sake, I didn't feel like filling an entire 100x100 grid with mountains since this can take some time. • Well now, that's looking pretty good! Now, there's one problem with our hills so far. They're too smooth! Let's bumpify them a little.
Change the falloff type from Smooth to Random. • Select a single vertex and grab it ( GKEY). We're still working on the z-axis only, to restrict your movement with the ZKEY.