- A Neat Cave Scene
- Part II of II
- 20. Ok so we now have a
competed section of the pathway and if you like you can add a few last things to it if you
want to. Select the whole platform and group it. To group it go to Group menu
and select group. Name it what ever you want.
- 21. Now we're going to
array it so press and hold shift while moving it in the y axis in the Top view. You
may want to turn the 3D Snap on. When you let go a window will pop up and I have set
the number of copies to 6 for a total of 7 since my computer probably wouldn't take to
many. After all this will only be a still scene so it won't matter.
- 22. In the Front view
create a tube that fits the platform like in the image bellow. Make it slightly
longer then the platform. Make the Radius2 the same as Radius 1 and set the Height
Segments to about 45 and Sides to about 30.
- 23. Apply a FFD 2x2x2
modifier and make it thinner so that the sides of the tube are closer to the platform, but
not to close. Play around with the modifier and try to get a result you want.
Perhaps it would be also a good idea to make the top part of the tunnel to come down a bit
so that there isn't to much room. Attempt to make it look like the image bellow.
- 24. Once done playing
with it apply a Noise modifier to the tube. The parameters should be: Fractal
ON, Roughness = 0.6, Iteration = 3, Strength in X = 60, Y = 80, Z = 70.
However feel free to chouse your own numbers.
- 25. Now we'll apply a
FFD (cyl) modifier and set the Dimensions to 6, 4, 12. Note: If you're using a
different version of max and it does not have this option you may use the basic FFD
4x4x4. First click on Sub-Object and select a row of the points in the Top View and
use the Non-Uniform Scale on the x axis to shrink the tunnel a bit. Do it for other
rows to make the tunnel look like it's wide at one point and thinner in another
point. This makes the tunnel look less like a tube. Any way just play around
with that to get the desired result. It should look somewhat to the picture bellow.
- 26. We're going to apply
a texture to the tunnel now. In Material Editor select an unused material and click
on a box that says Standard next to the Type label. Select Blend and hit Ok, then a
new window will pop up so just hit Ok for it as well. Click on the box next to
Material 1 that says Standard. Set the Defuse to Bitmap and chouse dirtgray.jpg as
the bitmap. Click the Go To Parent button to go back. Set the Defuse of the
Material 2 to Bitmap and use the sandshor.jpg. Set the Shininess and Shin Strength
to 0 for both Materials. Also for both Materials set the U and V Tiling to
10. In the Parent Material set the Mix Amount to 30 and apply it to the tunnel
- 27. Select the entire
platform and the tunnel and group it. Name it what ever.
- 28. Once grouped apply a
Bend modifier with the parameters: Angle -55 and Bend Angle = y. This
should make the tunnel curve to the side. If this doesn't make the tunnel curve to
the side in the Top view play around with the Direction.
- 29. Apply another Bend
modifier to the group. This time we'll make it bend down slightly. Set the
parameters to: Angel = 20, Direction = -90 and Bend Axis = y. Now it should be
curved and steep down.
- 30. Use the Top and Left view
to position a camera so that we could create the glow for the lamp.
- 31. Open the Video Post
from the Render menu. Add a Scene Event and set the view to the camera you
just made when a new window pops up.
- 32. Add a Image Filter
Event and set it to Lens Effects Glow. Click Ok.
Note: If you're using a different version of max it might not have this filter, but
you can use a different glow plug-ins that are free. You may want to go to 3D Cafe
to look for them. Double click on the Lens Effects Glow and click the Setup
button. There set the Size in Preferences to 5 and the Intensity to 50. Leave
everything the way it is and make sure that the Object ID is the same as the Object
Channel we set before for the lamp, which was 1, in the Properties panel.
- 33. Finally we can render the
image and see what we get. It should look like the one bellow. And that
concludes this tutorial.
The Final Image