In this tutorial, you’ll learn step by step how to create a brilliant 3D shatter triangle
effect, and then combine it with a background and familiar underwater elements to create a brilliant finished work. From polygons in 3D Studio Max, bombs to shatter the geometry, and incredible underwater creatures added in Photoshop, you’ll learn everything you need to create your own digital artworks.
Let’s get started!
• 3DS MAX
• Various stocks
Final Image Preview:
Step 1: The Omega Code Render
So we will start off by opening up 3D MAX and creating a new scene. Once your new scene has been created we can begin creating a prism which will become the first triangle for the omega code logo, and all the triangles that follow. So on the right hand side of 3ds we can select the sphere this is the create tab which houses all the basic objects you can create. After clicking the sphere we will go to the drop down menu placed directly beneath it and select ‘Extended primitives’ which will bring up a selection of possible objects which we can create. We will be clicking the prism button. When we have it clicked set your settings to the same as mine; the only thing we will change from the basic settings is the ‘segs’ towards the bottom. This is basically how many polygons per face the object will have. We want a large number of polygons per side since the quality of our outcome will directly depend on how many polygons are in our final render.
Now we can create the prism; click on the screen and you will see a 2D triangle appear. Once the first click has been made you will have begun the first of 3 steps required to make the prism, the first of which will be setting the ‘foundation’ or creating the base of the triangle. It’s important when doing this first step that we don’t create an acute triangle or anything strangely skewed, you can ease the this step by paying close attention to the top viewport which should be the viewport in the top left. Once you have finished your first step you can click a second time to begin step 2. The second step will bechanging the alignment of the tip of your triangle. This step should be essentially the same as the last step but is just as important, make sure your triangle is not skewed and then just click a third time. The last click will be the height or thickness of your triangle; get a decent thickness and click to finish your triangle. Your triangle should look similar to mine in the below screenshot but don’t worry about the color because we will be changing the color in the steps to come.
Alright so now that we have a triangle created we will start the real creation process of the omega code logo. We are going to be hollowing out our triangles in the steps to come but in order to do this we will need an object to hollow them out with. So click your triangle and then right click to select the scale tool; while holding shift click the
triangle once more you will notice in your viewports that a second triangle is ctually
what you are scaling. You want to try and create a smaller triangle within the first triangle, so pay attention to your viewports while doing this, its important that you do not go to small otherwise our hollowed out section will have no purpose. So once you have created a triangle about 75% the size of the first click again, a new dialog box should appear asking us about the new triangle, leave all the settings as they are and select ok. Now we can right click again and select the move tool. We will be using the move tool along with the top viewport to ensure that our triangle is correctly aligned with the previous triangle. Once they have been lined up correctly (one inside the other) we can scale the triangle once again, this time select the inner triangle, right click and choose the scale tool again but this time select the small box to the side of the scale tool.
Once you have clicked the scale tool box a new dialog box will appear. This new dialog box will have an integer for X, Y and Z; we will be dealing only with Z value. So select the value in Z which should be 100, and change the value to around 150 and press enter. Your top and left viewports should look similar to mine in the below screenshot, essentially all we have done is made our triangle taller so that in goes through the outer triangle.
Now we can select the move tool and move our inner triangle, this part is very important we don’t want to move the inner triangle to the left or right, we only want to move it up and down. So pull your triangle down (or up depending upon your scene) so it is pushing through both sides of the triangle. If your inner triangle is not pushing through both sides don’t worry we can fix this by repeating the previous step. Once your triangle is going through the outer triangle your viewports should look similar to mine.
Now that the inner triangle is the way we want it to look, we can use it along with the
first triangle to create a Boolean object. To do this we will right click on the screen and click select; once you have clicked select you can select the outer triangle (the first triangle we created). Now we can click the sphere once again; this time we will click the drop down and go down to ‘Compound objects’. Once the new set of objects comes up we will select Boolean.
Once you have selected the Boolean button and the parameters come up we can select the ‘Pick operand b’ button. Choosing the operand b will subtract a portion of our triangle based off of what operand b is, so essentially once we have clicked this and selected our inner triangle it will delete the inner triangle from the outer triangle creating a hole. So click the choose operand button and select our inner triangle. The following screens will show what the Boolean settings look like and what your final Boolean triangle should look like. But do note that if your inner triangle is smaller the hole in the Boolean triangle will be thusly smaller, so if you don’t like the end result you can press ‘CTRL Z’ on your keyboard a few times and repeat the steps where we scaled the inner triangle and then make a Boolean object again.
Now that we have our first triangle we can work solely in the top viewport to make things easier. We will be duplicating our triangle 3 times and moving them to form the omega code logo, we will be working in the top viewport so we don’t move any of the triangles above or below the original, rather we will just be moving the triangles to the left and right. So right click on your screen and choose the move tool; once this is selected hold shift, click and drag the first triangle the right of it. Once you have done this you just need to repeat this process of holding shift and dragging until your series of triangles look like mine in the below screenshot, having created one more in the middle of the first two and one above all the others. This will make 4 triangles that all form one giant triangle.
Once your omega code logo is complete we will start blowing the omega code logo apart. To do this we will go back to the far right hand side and select the ‘space warp’ icon, this icon will look like a wave and will be 4 icons over from the sphere.
Once we have clicked the space warp icon we can click the ‘Forces’ toolbar and select
‘Geometric/Deformable’ from the selections. This will bring up all the deformers that 3DS has in its arsenal, for this project we can select the bomb button.
Now we can click on the screen to create our bomb; we will only create a single bomb and place it in the middle of all the triangles and just a tad above them. Once this is done we can right click and choose the select tool once again, this time we will select all of our triangles on the screen and press ‘M’ on our keyboards. Once we have pressed ‘M’ a new dialog box will appear, this is our material editor. Chose the same options I have in the below screenshot.
Now we can go to the “Bind to space warp” icon, this should be up in the top left. The
icon looks like a window, a wave and a red magnet. Once you have selected this we need to click our bomb and drag it to each of our triangles. When you click and drag it will create a dashed line, make sure you drag until you get it to where it is hitting each triangle, if you stop short your triangle will not explode!
Now we need to click our bomb and choose the arc shaped tab on the right hand side entitled “Modify” this will allow us to change the settings for our bomb. Once you have selected this we can see all the parameters for our bomb. Set your parameters the same as mine in the below screen shot.
Now that we have bound our bomb to the triangles and changed the bomb parameters not much has changed, in fact nothing has. This is due to the fact that our ‘Time stamp’ located at the bottom is still on 0, so essentially time has not moved! So we need to click the right side arrow on the time stamp to move time forward; we will be moving time to the seven and then we will stop. On our last step we edited the bombs parameters, when doing so we set the detonation for our bomb at time stamp 5, so by moving the time stamp over to the seven our bomb should have successfully exploded.
Remember that not all bombs explode in the same way (in real life or in graphic design) so if your logo does not look exactly like mine in the above screen shot it is no big deal! Don’t worry to much about it! Now we can move on to rendering, that’s right we are almost finished with the cumbersome 3ds work! To bring up the render settings we will press ‘F10’ on our keyboard, the new dialog box that appears will be the basic render parameters. If you are familiar with 3DS this screen is nothing new, if you’re not, don’t worry we will not be changing much out at all, just the size of our render. So adjust your output size to 4500 for both width and hight as I have in the below screenshot.
Now click the render button, be when doing so make sure your viewport is set to
perspective. But do note that if your perspective viewport is not as mine is the 2nd
screenshot above it needs to be. So if your viewport is not use the arc rotate tool in the bottom right and rotate the viewport until the logo is straight up and down.
Once your render is finished save it as a png and save it somewhere you will remember it, we will save it as a png so that when we open it in Photoshop we will not have to worry about isolating the render from the background.
Now we will create a second render, this time we will click the time stamp and place it back at 0. This time we will be creating a wire frame render.
To do this we will press‘F10’ on the keyboard once again, when the render settings come up we will leave everything the same as before but we will click the ‘Renderer’ toolbar at the top. This will show all of our more advanced render settings, select the checkbox entitled Force wireframe’ and press render. We will then save this render as a png as we did in the previous step.Now we can create the final render, so click the time stamp tool again at the bottom and drag it all the way over to 56. This should cause a drastic explosion sending pieces of our triangles all over the place.
Once we have moved it over to cause a catastrophic sized explosion we will press ‘F10’ on the keyboard a final time; this time we will go back and deselect the ‘Force wireframe’ checkbox. Now we can press the render button to render our final image. We will save this
render as a png once again now we can finally close 3DS and begin the post work!