how to draw 3d tunnel

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Your Conworld in 3D: Tunnel System Maps

Writer: Kemp Sparky

Tools Needed

* Bryce

* Pigment Plan

Introduction

What's a quest without hush-hush misadventures, or disused sewers full of unsavory beasts? I will show you how you lot can add together these caverns or tunnels to your growing annal of maps. This tutorial follows my City Map tutorial, and follows my progress as I begin to create a tunnel organisation map to add to my last projection, the Liath Barad city map.

Step ane - The Map

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As always, the first step is to create and prepare your map. If your tunnel system, as most do, lay below another structure, such as a city or mount range, which it must follow and match, then you volition want to open the maps that yous did for that structure outset. Thus, you lay (or paint) your tunnel map over this map on a new layer, and lucifer each landmark in the tunnels to its corresponding landmark above. One time the basic layout for the tunnels is consummate, yous will need to refine the map. First things first: The tunnels volition need to exist painted in black, at to the lowest degree preliminarily. You tin also have varying levels or heights of tunnels, by making some tunnels (the higher ones) lighter than the others. Tunnels come up in two sorts: natural or roughly hewn, and man-made, well-crafted tunnels. They may likewise include pesky things called stairs and inclines connecting them or leading out of them. Each of these features (as well equally a few more), for the sake of ease-of-use, volition be divided into separate steps.

Step 2 - Human being-made Tunnels

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These are the easiest to brand, But draw a crisply cut line where the tunnel appears. That should do information technology. Of course you could ever add trivial actress details like alcoves and and then on, past calculation indentations of black.

Step iii - Rough Tunnels

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If your tunnels are rough hewn, or natural, I suggest making the tunnels less well-shaped, and the floor less distinguished. This is all-time taught by example, and so, shall we skip the wordy explanation and go straight to the demonstrative prototype?

Pace 4 - Stairs

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Stairs are fairly simple. The hardest part is getting the shades (heights) correct, just that is something that is best decided by trial and fault, or mathematics (come across further down the paragraph for approximations). You make stairs with rectangles. Copy a rectangle from your map, and arrive white, size it to your preference. Copy and paste the same rectangle and motility it down until its peak edge touches the previous rectangle'south bottom border, echo the process until your staircase has enough steps, this volition vary depending on factors such as: how high is the ceiling of the tunnel? how steep is the staircase? then on. When you are done, it volition wait like you have nothing more than a white line on your terrain map. Neat. At present you accept to change their brightness to create a gradient that will make your staircase rise in the height map. How? A skillful way to practise it is mathematically. This is a formula that works for me: 100 ' number of stairs. My pigment programme'south brightness scale is based on 100 to -100, with 0 as current. So, if I take five stairs, I would take my stairs get progressively darker as they go downwards by -xx (ex 0, -20, -forty, -60, -80). Merely don't worry if they aren't exactly fifty-fifty, every bit long every bit they look good applied to the terrain, they'll serve their purpose.

Step five - Inclines

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Inclines are simple. It is just a gradient going from your darkest colour to your lightest color (black and white). Gradients are easy to achieve with virtually paint programs including all of the free ones I have used (excluding, of course, MS Pigment). If you don't want your incline to get all the way to the top, say, instead of exiting the tunnel arrangement y'all want to go from one lower tunnel to a slightly higher tunnel, just have the color of the higher tunnel's floor, and have that fade to blackness (or whatever colour the lower tunnel's floor happens to be) instead of white.

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If y'all're like me, you have what we call hidden passages around your tunnel system. We can't just leave them open for all to misfile for regular passages. So, you build up an obstruction in the path where 1 of these hidden areas appear on the map. You can actually practice this whatsoever way you lot want. I chose to make the obstacle slightly darker than the white of the ceiling to depress it and brand information technology distinguishable from the surrounding ceiling. I also left a tiny crevice between the obstacle and the wall to denote its relative instability. You may too want to place these where in that location are doors in your tunnels, minus the space between it and the walls. Farther pedagogy in stride vii.

Pace 7 - Into Bryce

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This is the moment of truth. Create a new terrain and apply your map in the terrain editor. Play with the dials, I always like to add together a piffling bit of extra noise and erosion to it, to help give it that rocky, sinister experience. One time you're happy with the result, exit the terrain editor and do a trial render. If yous're not happy with it, first, effort texturing it so rendering it, a dainty material actually tin do the trick. Be careful your material isn't too dark, you tin lose all your terrain's detail in dark textures. However, this is the time to make any tweaks you lot demand to, whether it is in the terrain editor, or in the paint program.

Step 8 - Bells and Whistles

After the model has been textured, you should add whatsoever extra models or props you need to give your map just the correct bear upon of item. I've added a few ladders, some spiral staircases, and article of furniture to the rooms therein that required information technology. I also scattered a few useless, but aesthetically pleasing or agreeable touches, like the rusty, scattered armor; the bones; and the abandoned sword (several of which could even be made useful by a future Game Master). You may need to export your tunnel terrain as a Wavefront object for importing into DAZ Studio for some of your props, equally I did.

Step 9 - Finite

The time has come up for your concluding render. It may however need some work, but regardless, you lot'll be well on your way to having a tunnel map perfect for your uses, whatever they may exist.

Step 10 - Tips and Alternatives

When I did my metropolis map, I liked the fashion it came out meliorate in DAZ Studio, and since my tunnel arrangement map was complementary to my city map, I exported my tunnel terrain as an *OBJ and imported information technology to the same scene file as my urban center, lined up my new terrain with the old, and, deleting all the models of the previous scene, rendered my tunnel map to the aforementioned specifications equally I had my city map, so that they would match perfectly.

If you lot need a lot of detail in your terrains, and your tunnel system is likewise large to keep item in your terrain map, try doing it in pieces. It isn't easy to get them all locked in the right places, but it will look better in the stop than it would have with simply the i 1600×1600 px terrain map.

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Source: http://docs.daz3d.com/doku.php/artzone/pub/tutorials/bryce/bryce-terrain24

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