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)


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.

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  1. Sir how can u light interior with out over exposure outside.. because if you want to be bright inside we had to ajust vray cameta shuter speed but if we adjust the shutter speed to lower value the outside will be over exposed what is the right way should do..

  2. Well even though this might be the wrong post to explain something about lighting i’ll give it a try.

    When you are trying to setup the lighting of your scene it’s not only lowering your shutter speed on the Vray Camera. You have F-number, Shutter Speed and ISO speed to control the lighting. So a combination of “push and pull” on these parameters usually gives you the result that you want. Also another thing that is important here is if you are using a 3d environment, or maybe you are using a flat image or even an HDRI. You might want to check my older posts about lighting an interior with HDRI to see how you can control the lighting with the HDRI, and also i’ll see that in the future i make a few more posts about lighting your scenes.

  3. I mean sir.. because its hard to balance the lighy inside and outside.. because if i just the vray camera outside will over exposed… sir can you do a short tutorial for that how.. balanci g the ligut inside and outside in in one scene.. tnx for the reply..

  4. Once i get some free time i’ll see about making a video about balancing the light inside and outside as well.

  5. Tnx for that i will wait for that..

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