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DES (231 )-Technology of Digital Design, Interior Design
You can do this tutorial without any
texture maps by using procedural maps (Noise, Cellurar and Smoke).
Let's start.
Ok. Now make 2 more copies of your
terrain and move each one a little bit down Diffuse slot: Opacity slot: Layer 2:
Layer 3:
Bump slot:
With any good luck you get good results in first try, but usually you don't. Then it's back to adjust your opacity maps
That's it for the ground. Now let's watch these two pictures. This one have background picture in old fashion way. (You can see that background doesn't fit with the terrain) Now how is that made you might ask? This is how I made it. See that blue box opposite to camera. That's where I placed my sky texture and you can see those 2 lights, which gives right tone for the sky and for the terrain. (now it match better with the terrain). If we think any further we'll see that this doesn't work if we are making animation. Don't worry I've a solution (I think. Ofcourse I haven't tried this, but... it should work). What if we make a hemisphere over our scene and apply our sky texture on that??? Now where ever you turn your camera you see the sky. AND if you make more layers of that sky hemisphere you could easily do MOVING clouds by using "Noise". I made a picture where I combined both
"Trees" and "Landscape" tutorials. Olli-Pekka Saastamoinen
1. Create your scene at the origin. 2. Create Target camera in top viewport. 3. Select camera target, go to "transform type in" from " tools" and set x=0, y=0, z=0. (Assuming scene is at origin) (fig.1) 4. Select camera, set x=45, y=-45 z=30 (fig. 2) Setting the x and y at 45 gives you the isometric view on your scene, to modify the distance from your scene, simply change the x and y values in respect with the distance to preserve the isometric view. Depending on the angle at which you want to view your tiles, I would recommend setting the vertical orientation of your camera to 30؛, this way you will have a tile ratio of 2:1 as in Diablo. 5. fig. 3 shows where your camera should be positioned in the top viewport after steps 1-4. 6. fig. 4 shows the isometric view when viewed through the camera.
quanta-entertainment
3DStudio MAX 3.1 tutorials
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