In this course, Ramy Hanna will show you the entire process of taking an exterior building model through all the important steps required to create a convincing photo-real rendering.
First, you will learn how to model the surrounding site and hardscape. Then, you will learn how to add textures and lighting to the building. Finally, you will learn how to embellish the site with landscape and entourage.
When you are done with this course, you'll know how to model a site in 3ds Max as well as set-dress an exterior scene with landscape and trees. There are 2 parts to this course:
Part 1- Exterior Renderings in 3ds Max: You will learn how to take an exterior building model through all the important steps required to create a convincing photo-real rendering.
Part 2- Photoshop for Architectural Renderings: You will learn how to significantly enhance the color and quality of any photograph, including architectural renderings.
Before we jump into plants, I'm gonna pull up the site plan here. And you can see that we have a gate here that's just behind a few of these plants. And, I will explain very quickly how I did it. It's pretty straightforward. But, I just followed the hardscape of the mulch here and all it is, is a line that I drew, and here's the line. And so I drew the line and I extruded it up.
And it's based off of this elevation right here. So here's the elevation. So we extruded it up, which is the same tools that we've been using before. I added a shell modifier. And a shell modifier's very nice 'cause it gives it some thickness to anything that's a solid ... This is a plane and I extruded it just 10 inches out and then I added a UV map to it to get the scale of the bricks to match the building.
The same thing with the cap. It's just basically the same modifiers with the extrude and the shell and, in addition to the shell, I added a push modifier to give it a little more depth. I just offset it from the brick wall. And then, for the gate themselves, it's really pretty straightforward. It's ... All the gate is, is a line with an extrude and you'll see it's a line with an extrude there.
And then for the pickets, it's basically just a line that's rendered. And you can see how crude some of the modeling is. But, for rendering purposes, it'll work, especially from our camera angle. It'll be exactly what we need. And so I went ahead and modeled that gate. And now we'll look at the plants. And so, as you can see, we have, on our site plan, our landscape plan, landscape architects will put plants with different names and, right now, I colored it just to make it easy to see that we have three different types of plants here.
So, these are the names of the plants and I don't know what they are. But, I searched them on the internet to see what they look like and I came up with some photos that looks very similar to some plants that we have in our library. And so, I will pull up some of these models that we have. And so I'm gonna import and merge these files in. And, here's one example. And, if I turn off edges, that's what it looks like.
So it gave me a good idea of what the plants look like and I did that for all three of the plants that we have here. And so, once we have these plants in, you can start populating them into your scene. It's important to know that the textures are linked correctly before you do that. So, to do that, let's open the Asset Tracker. You can do Shift + T on your keyboard or you can go to the Jewel icon and then Reference and Asset Tracker right here.
Once you do that, you have to reload it to make sure that you can see all of the latest models. And with this package, this is the name of the plant. It's 15439 with the name of the plant. If I open my Asset Tracker, here are the maps linked to that plant. And to make sure the pathing is correct, right-click, go to Set Path and choose the folder that the maps will be located.
Now if you're doing any distributed rendering it's important to know that they are all on the network where every computer can access those plants. So, there's that link. But you'll notice that the geometry on this file is very, very dense. And, I hit ... 7 on my keyboard will actually pop up the polygon count for this geometry. And right now you can see how many polys we have. Now if I were to copy this file or this object, and duplicate it.
Let's say, we'll do an instance of it, but let's say 10 instances of it. All of a sudden you can see my poly count jumps up tremendously. Now, that can be a problem not only for your file size and max, but also the way your computer navigates. You can see how my computer's navigation's getting very slow. And it's because it's trying to compute all of that information in the viewport. And so, there's a couple ways around that, but first I'm going to get into the importance of instancing versus copies.
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From the course:
Exterior Renderings in 3ds Max
Duration: 4h 3m
Author: Ramy Hanna