As you clicked in this video, I guess you want to
know the great method of creating road markings in 3d. Well, you’re in the right place as this is the
topic of this tutorial. But that’s not everything. I have an awesome surprise for you, check out
the details in the description below the video! Hi guys, welcome back to the channel. If you're
new here, my name's Aga. I'm a CG artist, and on this channel, we explore the techniques and
tools that will help you become a better artist. Today, I’ll show you how you can create
nice and realistic road markings in 3ds max. But before we start, don’t forget to
subscribe to the channel if you aren't already so you won't miss future
tutorials. Ok, let’s go to 3ds max… So let’s see what we have here.
Let’s start interactive rendering. Ok, so to be able to work fast on materials, I alway try to leave only the
necessary things in the scene. So we have a basic lighting setup done, we have some boxes in the scene
to create shadows and reflections. You can notice that we also have this green object
in the shape of the pedestrian crossing however it does nothing for now. Let me hide the object for
a moment so you can see the wet asphalt material. And the puddles are a
separate thing from the road. By the way, this scene comes from the rainy
hotel shot from our Advanced Exterior training. Besides this image, we will also teach
you how to create a snowy scenario, forest image and beach style visualization. I’ll put the link in the corner and in the description below the video in
case you want to check it out. Ok, so let’s make sure that we
have it as a non-renderable object. Go to the Object properties and
uncheck the ‘Renderable’ option. Here we go! Ok, so as we have the scene prepared,
let’s create a mask for the road markings. We’ll use CoronaDistance
texture, if you use V-Ray, choose VRayDistanceTex. I’ll plug it to
the diffuse slot of my wet road material. Now, we need to add an object to the Node
input, and it will be our green object. Let’s reset the Distance far value. And let’s turn on the Color Inside
option. However, we need to make it white. While the other two will be black. Here is the effect, so we have crossing lanes
white and the rest of the asphalt black. You can also see that when I’m
moving the elements of the object, it affects the material. We have full
control here of how we want to change it. Ok, now let’s create another mask to
add some imperfections to the lanes as this is what makes images realistic, right? Copy the Distance map and plug the new one to the diffuse slot or base color if
you want to use CoronaPhysicalMtl. This time, uncheck the Color Inside and make Color
Far white and let’s adjust the Distance Far value. We want to create a soft gradient
here, so 0,1m looks fine. Ok, so now we can combine both masks. Plug the
first one to the diffuse slot and the second one to the Inside Color, we add a soft
gradient to our mask around the lanes. But it still can look better, let’s work on the
second mask a bit more. We can use a smoke map. And plug it to the Distance scale slot. Now, let’s adjust the scale. Maybe a bit bigger. By the way, you can download
this base scene from YT video. I’ll put the link to this
in the description below. We can change Exponent value as
well to make it more contrasty. I think we should also increase the Distance
near value to make it more prominent. And, let’s increase the Distance far
value as well to create a bigger gradient. Awesome, let’s plug the main
mask to the correct slot. Great, we have imperfections visible now.
I would stretch this effect a bit though, let’s change the smoke map size. I think it will be great if we can differentiate
the scale of these imperfect transitions. We can create a mix from two different
smoke maps to achieve this effect. Let’s change the scale in the new smoke map. I’ll use the noise map as a mask here. Maybe let’s use a fractal noise type. Plug Mix map to the Distance scale slot and
plug both smoke maps to the Mix map slots. Ok, we have the mask prepared. Now is the time
to make it work with the main asphalt material. Let’s plug the asphalt diffuse map again. In
this video, I’ll be using the poliigon textures. I’ll put the links to all used textures
during this video in the description. Anyway, now we’ll use Composite map.
The diffuse map will be our Layer 1. While our mask will be a mask for layer 2. And finally, to layer 2 we will
plug the color correction map. This will be our pedestrian crossing. Let’s make them more white. Maybe a bit less, as in
reality they won’t be as clear. The lanes look too perfect now, we
need to add some imperfections to them so they actually look as being used. I will use a glossiness map. But I will
make it brighter and with less contrast. And use the same mask for the Layer 3
and add this map to the Layer 3 slot. Let’s change this one to Overlay
and let’s adjust the map a bit. The effect is too strong,
let’s decrease the opacity. Let’s adjust this map as well. Ok, it looks better now. Let’s
make some final adjustments. At the end, we’ll add an Ambient Occlusion map. Let’s use another Composite map and
plug another one to the Layer 1 slot. And let’s use the Ambient
Occlusion map as a Layer 2. Change the mode to Multiply and plug the
final Composite map to the diffuse slot. Ok, so basically as you do this material once,
you can copy it and adjust to your other scenes. It works the same if you want to
create other road markings like lines between the roads for instance. It’s really easily adjustable. Ok, I hope you enjoyed this video and you
will use this method in your next project. Let me know in the comments how you like it. At the end, I’d like to invite you to
check out our Advanced Exterior training where you will learn how to create the wet
asphalt material but also more other advanced materials based on four different exterior
images. Click here to check it out! Bye, bye!