View Full Version : Rubble/Terrain Displacement Help 3ds Max
11-02-2007, 02:51 AM
Howdy all. Ok, I am modeling a scene for my capstone project and I chose a Warhammer picture to recreate. I have the marines, tank, and buildings done but the ground that the tank and marines are on top of is completely destroyed. There are bricks, mud, cement, ammo, crates, you name it. There is an attached jpeg, so please take a look to see what Im talking about. My question is, can anyone tell me a way to recreate debris like that? None of my instructors have really given me a foundation to go with so I have turned here in hopes that someone can assist me. I have a basic understanding of displacement mapping and an intermediate understanding of texturing. Im using 3ds Max 8, V-Ray, and Photoshop. Thank you so much for all the help in advance!!
11-05-2007, 12:42 AM
Still interested if anyone knows of a method or has an idea.
11-05-2007, 05:37 PM
work out a texture for your ground first, dirt, stones, brick, etc...
use it as the basis for developing your displacement map, as you'll want texture and dis placement to match up.
next choose some ground objects to model, maybe a few bricks, some stones, the sign on the ground and the greyish poles poking out. build these into your mesh. also as the ground seems to have srub brush in places think about some simple ( crossed billboard ) vegetation to add.
and remember not just diffuse texture with displacement, you can also use a bumpmap to give different materials different feels, and perhaps a specular map (different objects -different properties)
11-05-2007, 07:03 PM
If you model some rocks and whatnot and do a simple rigid body sim it'll really add some nice detail.
11-05-2007, 10:24 PM
Mr. D. Thank you for responding to my post first off. Secondly, as far as displacement goes, its simple values of blacks being low and whites high correct? And do I place it under the maps parameter rollout or do I create a displacement modifier to use it on?
Phix, thank you as well for responding. I am not knowledgable on the rigid body collection. How would I go about setting it up? Would it be low poly or very high? Do you know of any good tutorials out for this technique? Could you show me any examples of what the effect may look like?
Thank you all once again for responding. Talk to you all soon.
11-06-2007, 05:19 PM
displacement works at with 256 grey scale colors (you can use a color image, but it's being converted to grey scale values behind the scene)
think meduim grey, 128, as being even ground. darker values indent, and higher values poke up.
quick practice: make a plane and pump up number of length and width segments.
go to the modify icon and add a 'displace'
in displace rollout look for image> bitmap area and add your bitmap by replacing 'None'
tweak diplacement> strenght/decay values till you get something you like.
about all there is to it
luminance center shifts percieved middle value up and down, meaning the 128 grey value, which would be the .5
If you use Vray you can instead of boosting the segments on the plan add a Vray displacement modifier and use you displacement map there. It will look very detailed in rendering but does not affect the geometry in any way.
11-10-2007, 11:45 PM
Thanks again so much all for the replies. Alas, Im still not understanding a good approach to take to create so much decay and rubble. Do I take texture maps of rocks and edit them to gether in Photoshop? Do I take a texture of a road and then add a sand texture on top of it? I do not know how to use Vray all that well to try and undertake its displacement tutorial and make it work out.
Should I make multiple planes with different Displace modifiers on them to add randomness to the size and placement of the dirt/rocks? Im sorry if this is sounding so stupid, but I just need it dumbied down more. Not as advanced as you guys but Im trying. Perhaps one of you could make a small scene similar to the rubble on the ground to show my the method you are illustrating and provide me with 1 or 2 screens? Thank you so much for any more elaboration you provide.:)
11-10-2007, 11:45 PM
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