Modeling a Gabion Wall in 3ds Max

Just like you will be able to see in the video once you start watching it, i got the idea about making this video from a tutorial request from the Evermotion Forums. Namely one of the guys there was curious as to how you would go around and model a gabion wall (basically a bunch of rocks inside a wire mesh) without using maps. The reason why i liked the idea of making this video about this theme in particular is the fact that it can be a good example that can help me showcase the use of the Bloob compound object, as well as some modeling techniques that can help you get a generic rock without having to go outside of 3ds Max. And to top that we even get to see some use of the MassFX tools that come prepacked with 3ds Max.

So in the start of the video you will see how to start from a few primitives, and from there extrapolate a starting mesh for our rocks. Now opposed to what i would do for a project like this and take it to Zbrush for sculpting, here we will see how we can get some interesting looking results by sticking with 3ds Max only. After that we will also see how we can use MassFX to simulate the rocks and help them form the shape of our wall. In any case that was the short explanation, but if you are curious as to how you would model something like that then go ahead and watch the video for yourself.

If you watched the video and for some reason you weren’t able to find the texture that i used for the rocks, but you want to follow along feel free and pick it up here. Note though i did NOT make this texture and all the rights to it belong to whoever made it, i simply got it from Google and i am sharing it here with you guys. (Don’t want to get sued for something)

Seamless_Rock

So i hope you liked this video and you managed to learn something new, and like always if you liked what you saw you can help spread the word by liking on YouTube and Facebook, share and comment so it could reach more people and hopefully help someone else the same way it helped you out.

Modeling Turned Furniture in 3ds Max Part 2

Like the title says this is the continuation of the first post about modeling turned furniture in 3ds max. In this post we are going to take a look at a few more other different types of modeling techniques that will eventually give you a better understanding on how to approach a task like this in the future. There is no need to go around and explain too much as the videos are very self explanatory so feel free and go check them out.

In the first video here we will see how we can model a turned leg where the geometry flows from cylindrical towards box geometry, and then it goes back to being cylindrical. We are also going to see how we can limit the smoothing effect on the box part alone so the cylindrical part is not affected.

In the second video we are going to start from a basic cylinder and from there with some poly modeling techniques we are going to try and get the final result that you can see in the video.

In the third video we are going to take a different approach to modeling the turned legs, and we are going to see how to create following geometry and then use Boolean operations to subtract one geometry from another.

And last but not least is the final video in which i will show you how to model the “swivel” geometry turned leg, and as an added bonus i will go ahead and explain how to model other twisting leg geometry as well.

So with this i think i can end this what initially looked like a short post but ended up being a 7 video long series. Even though i did release the fist video less then a week ago ( from the moment i’m writing this ) i actually did get quite a bit of good feedback from you guys so i’d like to thank you all for your comments and positive remarks. In any case if there is anything else that you might want to see feel free and leave it as a comment either here, on the Facebook page or the YouTube channel and i’ll see if i can maybe make a video for something that interests you.

And at the end, if you did find this to be helpful to you then help spread the word and comments, like and share it around so it can reach more people.

Modeling Turned Furniture in 3ds Max

OK so i’ll be honest from the get go, i had a subscriber ask me if i can make a video about modeling turned furniture. So since i have modeled stuff like this in the past i agreed on making a quick video in which i can explain the tricks and ways of modeling this kind of models, and this is where i made a small miscalculation. Namely in my head i thought that in something like 20-30 minutes i would be able to explain in detail how you can get a model from an image to a 3d model. It was all fine until i started making the video and then i came to the realization that this is actually quite a larger theme than what i initially thought. None the less since i got on the modeling train i intend to finish it. So in this post i will show you a couple of ways that you can model turned furniture legs, and hopefully you guys will be able to pick up some new tricks for your projects, so lets get started.

The first thing that you would have to go and get when you start a model is some good reference images. Now if you are working on a paid project then you will no doubt get a large amount of reference images, but if this is something that you might be doing for a portfolio or maybe something else then you might want to take your search to Google. In the first video that you will see i went over on Google and got the reference image that i will be using in the rest of the videos here, and you can get it yourself from Google images, but just in case you can’t find it, feel free and grab it from here.

Turned_Legs

Ok so if you have your reference image, the second thing that i would recommend getting is the script Loop Regularizer from Script Spot. This little helpful script will help you when you are modeling and want to transition from a square, or any other geometry for that matter towards a more circular shape.

So now you have the reference image and you have the script, the next thing that i can offer is the first video on how to make one of the turned legs models, and even though it really does look like it’s an extruded box and nothing fancy, if you watch the video you will see that there is actually quite a bit of work that needs to go into one of these models that you can use for your scenes. But enough about me explaining, i’ll leave alone so you can watch the video, and then after watching it come back and continue with the next one.

So once you are done with the first video it’s time to kick it up a notch and try to tackle the second model. Unlike the first video in which we had to deal with some extrusions and then control the edge flow, in the second video we will have to deal with a bit more complicated model but still if you watch the video and follow the steps that i do then you shouldn’t have any issues of replicating the result, and on top of that if you put a bit more time into getting a cleaner profile like it can look so much better. Also we’ll see how we can model one of the most common elements when it comes to furniture and that is the rounded edges base blocks. So go ahead and watch this second video and then come back for the third and last for this post.

If you went ahead and watched the previous videos and you are back reading this, then i salute you. So in the last video we are going to take a look at a different approach towards modeling a turned furniture leg, namely we are going to take a segment from the leg and then use Array to achieve the desired result. So go ahead and watch this video as it will be a great intro for the next videos coming in the next post.

So with the third video i would like to end this post here, but don’t worry in the next post we are going to continue and model out the rest of the turned legs and if you liked these videos there is a good chance you will like the rest. For now that’s all, but i really hope that you managed to learn something new here, and if you did and you liked what you saw then help spread the word and comment, like and subscribe on YouTube.

Interior Night lighting with V-Ray

Today we are going to take a look at how to light up a rather peculiar example of a moon lit night scene. Now this might sound like a silly thing to say as generally a night is defined by being dark, and usually when you hear someone say a CG rendering of a night scene the first thing that comes into mind is a well lit scene with lamps and lights. Well this is different in a way that we are trying to capture the ambient you would get if you were in a room without lights, and the only thing that is giving off some light is the moon light coming through the window.

In those rare cases where a scene like this might be asked of you to do, if you haven’t done it the first thing that you would try to do is use a HDRI image to get the lighting. That might work in some rare cases, but it will require you to have a perfect HDRI image with enough light information to radiate in the needed light, and at the same time exclude lights that you would generally get from buildings and cars. So if you have a HDRI like that then you can feel free and use it, but if you don’t then you might have to go and do a bit of improvisation.

In the video we will see how to start by matching the environmental light, but instead of using a flat color we will see how to use a gradient for the environment, and then we will see how we can control the amount of light coming into the scene with v-ray lights. After that we will proceed and add in the moon light and with that try and complete our scene. So in short that would be it, so go ahead and watch the video and see for yourself how it was done.

So i hope you liked this video and you managed to learn something new, and like always if you liked what you saw you can help spread the word by liking on YouTube and Facebook, share and comment so it could reach more people and hopefully help someone else the same way it helped you out.

Creating Complex Wall Shaders in 3DS Max & V-Ray

When working on a interior scene one of the most obvious, yet most skipped thing when it comes to shading is the walls of the room. What i mean by this is simply that people usually go and choose a color for the wall and call it finished. This is not wrong on a first look, but if you turn around and look at your walls (provided they are not wallpapers) you will notice that no matter how new or well done your wall is there will be some texture to the wall be it from the concrete, or maybe even from the brush that the wall was painted with. Now this information is very subtle and since we have been watching it all of our life we don’t give it too much importance, but the thing is that when you see a render without it your brain starts noticing it and your scene starts looking a bit fake. So as the old saying goes “The Devil is in the details” so every little bit of information that you can put into your scene that will make it more realistic is something that you should find a way to incorporate it into your scene.

You can either use what you see in this video on any of your scenes, or you can use the scene that i am using by grabbing the file from the post Realistic Interior Lighting.

In the following video i will show you how you can take your scenes and start adding in details that will make it more realistic. We are going to start with a simple bump map to give it some basic details, then we are going to mix it up a bit by using a VrayBlend material and take two materials with different surface and see how they are going to look. After that we will add a third layer that will have diffuse texture as well as bump to it, but instead of using it only for blending the bump we are going to make a mask in Photoshop and then use it to make our walls look old and riddled with damage and wear. So if this is something that might interest you on how it’s done, then check out the video.

So i hope you liked this video and you managed to learn something new, and like always when i finish a post i tell you that if you liked what you saw you can help spread the word by liking on YouTube and Facebook, share and comment so it could reach more people and hopefully help someone else the same way it helped you out.

Creating Seamless Textures with Photoshop

In today’s article we are going to take a look at one of the most common issues that plagues people that choose to work with 3D modeling and adding textures, and this is called non tileable textures. When you start using textures for the very first time in your scenes you are going to come to the realization that your “raw” unprepared textures are lacking when you want to tile them and make them smaller. The two most common issues that can come up are that your textures haven’t been color equalized which can lead to having different hue values across your texture, and the second issue is with the texture not being seamless. Seamless textures are textures that don’t leave a visible border when you tile them. What is important to note here is that the advantage of using seamless textures is that it has a lot of potential for reusability. What this means is that you can use it again and again opposed to a texture that you would make for an unwrapped model that would be custom tailored to that model alone.

Ok since i don’t want to make this a very long post where you have to get bored of reading i’ll go over the highlights and i’ll let you watch the video. You will see me get an image from Google, then use it in the scene from Realistic Lighting With V-Ray post, and there we’ll see the issues of tiling and color balance showing up, then in Photoshop you will see How to Equalize the Texture color and then how to make it tileable, and after that we are going to save a Diffuse, Specular and Bump map and apply them on the floor in our scene.

Just in case that for some reason you weren’t able to find the texture that i used from Google image search feel free and download it directly from here.

Wood_Base

As you could see creating seamless textures is not that complicated and pretty much anyone can do it if you follow the simple guidelines in the video. I hope you guys learned something today and that you enjoyed the video, and If that is the case then toss a like on the facebook page, subscribe to the YouTube channel, like and share so it can reach more people.

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