Showing posts with label 3DMAX. Show all posts
Showing posts with label 3DMAX. Show all posts
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3dsmax 3d model ladder studio tutorial

pvdesigns

Here I will show you about 3dsmax 3d model ladder studio tutorial.
I have used following techniques in this 3ds max tutorial.
Editable poly techniques

[1]-First of all you will press (ctrl +N) now you will see the new window is open
Click on the Geometry > Standard primitives > Plane and use the following setting
Create a Plane in the top view and set like this in the Perspective view
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[2]-Click on the Geometry > Extended primitives > Chamfer Box and use the following setting
Create a Chamfer Box in the top view and set like this in the front view
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[3]-Select the Chamfer Box and convert into the Editable poly
Then select the vertex Mode in the Editable poly
Make a selection like this and press (Delete)
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[4]-Now your image should like this left view
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[5]-Now click on the Mirror Button and you will see the Mirror window is open
use the following setting Your object should like this
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[6]-Use the following setting create a Box in the top view
Set like this in the top view
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[7]-Select the box drag it and release you will see
The clone option window is open then uses the following setting
Your image should like this in the left view
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[8]-Now click on the Mirror Button and you will see the Mirror window is open
Use the following setting your object should like this in the left view
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[9]-Use the following setting create a Chamfer Box in the top view
Set Chamfer Box like this in the left view
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[10]-Open the material window
Use the following setting create a material like this
Assign to the given object
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[11]-[16]-After assign the material you will see the final is ready
Save the file in your folder
Thanks for watching my tutorial
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3D Studio Max - Cloth Modifier Tutorial

pvdesigns ,


This tutorial takes you through the steps of making cloth in 3d studio max.
Autodesk 3ds Max is a comprehensive 3D modeling, rendering, and 3D animation software used by leaders in game development, television, film, and web marketing communications.
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Making of Quad bike by Ali Ismail IN 3DM3.COM



As usually if you needed any decent realistic existing model you need reference, unfortunately I couldn’t find blueprints for the quad but I did manage to find a decent front side pictures, a tip is to not only look in the official sites and try google image search or anything similar, amateur images is sometimes more clear than good ones because they don’t do any effort to make it perfect they show it for how its really is


As you see its far from perfect reference, so when modeling you always have to be careful and look at reference images taken from a normal viewing angle and checking to see if it’s the same or not (simply use your eye), you can pretty much say that modeling without decent blueprints isn’t certainly your first choice, I can hear some one out there saying duh :) anyway.
A little trick also is to put the reference image as a background then use a camera to try to replicate the original one, and see if there are major proportional differences (camera match)

Modeling

I’ve had no problems with modeling, the only hard thing was the lack of good reference which makes modeling more time consuming, I made the all the basic objects using editable poly as following:

then I started adding details also using primitives, splines etc.. and adding simple modifiers to primitives taper, FFD etc
I did also make 4 or 5 types of screws and small objects so I can quickly start copying them and instancing them, that added good amount of details very quickly


Making of Quad bike by Ali Ismail

for the more fine details, I collapsed the poly objects and used Boolean to cut them quickly and then edited the mesh to fix the Boolean distortion, that way I made front light holes and practically all holes in the body (its basically polygon way of NURBS trimming but always remember that Boolean is problematic and should be avoided if possible)

it might cross your mind that adding too many details will take a lot time, but when you are copying basic objects and making details out of primitives it really doesn’t take that effort I did model the wheel details, because a quad wheel cannot certainly be represented by a bump map

Texturing

For the texturing I didn’t spend quite a lot of time on it I am afraid as I had to finish quickly
I’ve unwrapped the model quickly and concentrated on the parts that will have details on them mainly then went to Photoshop and drew the stickers and all details, if I had time to do it again I will unwrap it probably and add proper dirt or make a blend material and add dirt to give dirt a different material. I did give some parts blend materials with masks to give for example the Polaris logo a different material than the body

Rigging

For the rigging and controllers I used simple techniques to do it but it worked I used 3dsmax5 which still didn’t have a reaction manger and I did have to use wire parameters. I will try to explain some of the tricks I have done just to let you know in general how its fully rigged. For the front axe for example as following:

and here how I done it. I just placed a bone for the horizontal axe and a bone for the vertical one gave both of them an IK chain. I connected the horizontal IK controller with a circle I have done but for the vertical IK controller I connected it to a dummy object connected with the horizontal bone.
So when I move the circle it will act as a real axe
This image makes it more clear.

for the spring it self as you notice from the previous images it does work as a spring. I just used wire parameters and made the position of the circle control the height of the spring

for the back spring same as front but instead I made a metal chain which actually loops correctly when the back wheel rotates
I made the chain using path deformation then controlled the percentage of path by the rotation of the wheel, simple but it works
Steering also is rigged
To control the rotation of the wheels according to the steering I did use strange method to quickly make it without using wire parameters and figuring out the right axes and parameters
I placed 2 dummy object in front of each wheel as in the image and constrained each wheel to look at target to the dummy then linked the dummy to the steering, that way when the steering rotates the dummy will move with it causing the front wheels to rotate accordingly
I hope this image makes it clearer
The right way to do it would be to use wire parameters or max reaction manager (set driven keys in maya) or and orientation constraint if possible

I made dummy objects on top of the geometry so I can see them instead of the high poly object when animating

Rendering

It was rendered using brazil, nothing special in the rendering scene though
Simple brazil scene with Indirect illumination and an HDRI skylight and couple of fill light and some objects with brazil utility material
Materials are standard materials with falloff reflections for some parts, Brazil accepts standard max materials also.
I used the boxes you see in the picture and used this brazil utility material with them in order to emit light and reflect on surfaces similar to studio lightning, I use this technique a lot when rendering industrial models
The fill lights don’t make a huge difference but they give a warm since to the scene, I choose usually colors like orange green and even purple for these lights with low multiplier

I have tried Mental Ray, Vray and brazil to render products and brazil was the easiest to use and obtain results. But the result you get with vray and mental are outstanding as well.

And this is the final result:


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Setup Camaro blueprint by be_fast

pvdesigns

1. The first step is setting the Units to Metric (centimeters) if youare going to make a real world scale model.

2.The second. Create a car size box (I took it from the official website).In the Properties Dialog turn on Display As Box option.

3. Now place the plane with side car photo (i took all the photos from http://speedycars.net, you can searchit wherever yourself). Move and scale plane to "get the car in" theoriginal size box.

4. Go to Create Panel and make several NURBS curves as I did. Create allcar body edge lines

5. You should get something like this. As you see some of the lines don'tcoincide with photo. That's because I had compensated perspective photodistortion. You must keep it in mind all the time. To make lines connectedcorrectly we must look to the other perspective photos and compare them amongeach other.

6. Now when we have Y Z lines we must make them 3d by moving along the Xaxis. This is the result

7. Make front/back lines in the same way.

8. The last thing is to adddetails

9. After all the work had been done I used all lines as a blueprint and createdthis model with usual poly/modeling

I hope you'd find this tutorial useful. Good luckeverybody!



 
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