Modeling a PVC Window in 3ds Max

Hey everyone and welcome back after a small posting break. The subscribers to the YouTube channel, or the FB page have seen my last post. If you are not subscribed (shame on you) then keep reading. In today’s post we are going to cover how to model a PVC window in 3ds Max. So let us jump right in.

Why Model This ?

Now this is not a stupid question but rather a good one. The reason for modeling this is so that you can get an extra level of detail in your scenes. I’ve actually seen many people when it comes down to making windows and doors, they simply put in a box. The issue with using a simple box, is that you are pretty much confined. That means that you can’t open the door or window as it will look fake. On top of that since it’s a box there is no extra details on the edges from the AO map. So as you might have figured it out it can be very beneficial to have proper model for this.

Preparing for the modeling of the actual window

modeling-a-pvc-window

 

 

First of all, when approaching any model that you want to make, you need to have proper reference image. When modeling a PVC window what you need to know is that the frame has a profile. What this means is that we can google search for PVC profiles and get a better idea. Now once you find a window or door profile, you need to have the shape of the window. You can choose any profile you want, or you can choose the one that i used.

 

 

Modeling of the Window

If we have the profile, and the shape of the window we can start with the modeling phase. This might look a bit complicated, but it really is quite simple to model. In the video below you will see how to trace the profile. How to get it to the right size for your window, and reuse the wall frame for the window frame. After we have that we will see how and why we need to chamfer the edges. After all that we will have the PVC model of our window. As they say a picture is worth 1000 words, and a video 20 minutes. So if you want to see how i went ahead to model this then check out the video below.

 

Final Thoughts

After watching the video you probably have seen that this is quite easy to model. And even as such i hope you guys had fun, and learned something in the process. If you did then help spread the word, and like comment and share this on social media. That would be all for today, and i will see you all in the next post.

Modeling Different Types of Faucets in 3ds Max

One of the most common things that you will no doubt end up modeling is faucets. The reason for this is that you can basically find them in many different environments. You can find them in the kitchen, bathroom, garden so pretty much quite common item. Modeling faucets is not really that hard, but if you haven’t done it it can be challenging. For today’s post i actually chose to cover this topic with couple of videos.

Preparing The Blueprint For Real World Scale

Before we jump in directly in the modeling phase i wanted to take this chance and make an intro video. In this video i will show you how to take a blueprint, and set it up for Real World Scale. I wanted to start with this as i want to make sure everyone knows how to do it. It is a very basic thing to know, yet a lot of people struggle with it. So before we dive in on the matter of modeling Faucets check out this intro video. If you know how to do this, then keep reading as we are about to jump to the modeling part.

Modeling Of The Subi Faucet

In this video of modeling faucets we are going to tackle the Subi Faucet. In order to get the technical blueprint for this faucet i went over to the Phoenix site. As you can see in the video i took the line drawing, and basically made it into a blueprint. By watching this video you will see my approach to modeling something like this. You will notice that i like to logically separate the model before i commence with the actual modeling. By watching the video you will learn how to model this type of faucets. Another thing is how to control the edges, as well as how to deal the loss of volume. It was a fun video to make, so i hope it will be fun for you guys to watch.

Modeling A Bibb Faucet

In the last video for this post we look at a standard Bibb Faucet. This is a faucet that probably everyone has seen in their life. These faucets can be found pretty much anywhere, interiors and exteriors. So in the video below you will see how i approach modeling a model like this. But instead of explaining what i did, i would rather show you in the video.

Summary

So from this post you should come out with information on how to setup a blueprint. Another thing that you will learn is how to model two faucets, and based on those models create your own. As i said in the video, i had fun making these videos so i hope you have fun watching them. And like always i hope you managed to learn something new here today. So if this was the case then like, comment and share this post so it can reach more people.

Take care for now and i will see you all in the next post.

Modeling Books and Populating Books Shelves in 3ds Max

One of the most common things that you will get to make in the visualization business is modeling books. Modeling books can be quite useful when you want to give your scene some detailing and general depth.

In most cases the modeling of books is helpful when you need one or a few books to place around. You can also use those same 3D books to populate a big book shelf or a full on library. For something like this you generally need to have a 3D model ready. It can be something that you made in the past or maybe even bought or downloaded from a 3D store. Even if you don’t have a model like this it’s not a big problem as you can model one for yourself. Well in today’s post we will cover just that. In the two videos below you can see the whole process.

Detailed Explanation

In the first video we will start from scratch and create our book. We will create the base in low poly which will allow us to make quick tweaks to the shape and size of our book. As an added bonus the unwrapping of the texture will be much simpler and easier to do. After the book modeling portion is done, we will find a suitable texture for the front page and see how we can quickly switch it with another texture. That will help us make different types of books. After all that is done we will go over how to create the custom texture for the pages in Photoshop. And in the end we will put it all together to form up our finished book model. So go and check the video below.

In the second video we will continue from where we left off in the end of the first video. We will take the 3D book model and will copy it around a few times. After making the copies we will download the Book Scatter script from Moure Lask’s website. Now that you have the script you will be able to follow along with the video. We will see how to make our models populate a custom size shelf, and how to randomize it. In this second video we will go over all the details of how the script works, and will focus on each of the options individually. So go and check out the video for yourself.

After watching these videos you should now have a better understanding on how to create books, as well as book shelves. I really hope you guys had some fun going through the videos, and more importantly you learned something new.  If that was the case then leave a comment, like and share so more people can see this post. That’s all for today so i’ll see you all in the next post.

Basics of Quixel Megascans

After some issues with the host and the site being down for some time we are back, and we are continuing with another video about the new kid on the block, namely Quixel’s very own Megascans. Now if you haven’t heard about it don’t worry as it is a very new program (at the time that i am writing this) that has some amazing abilities when it comes down to creating environments and textures for them. So now that we gave it an amazing intro lets jump in and talk about the details.

Megascans is very good for both architectural (Specularity) and gaming (Roughness) workflows. What that means is that it can take the surfaces that you make and then export textures depending on what you need them for. In the video below you will see me start from scratch on a surface, basically what you would have when you install the program. From there i will show you where to get more surfaces, how to install them and then how to use them. We will see about the properties that each of the surface layers has, then add in an extra surface and blend them together and after that even add a coat layer and liquid layer. You will see that by controlling just these 3 types of layers you can get some amazing looking results, and that is without me touching on the 3D assets and adding any 3d scanned models into the scene. But instead of reading about it you can go check out the video and see it for yourself.

Now that you saw the video i hope that you guys are excited about it as i am, and if Megascans catches on some traction i am confident that it can change the playing field when it comes down to creating environments. In any case if you guys like the video click the like button and i’ll see to it that i make more about it and cover the 3D assets as well. For now that would be all so like always like, comment and share it around so it can reach more people.

Stay cool everybody and have fun learning.

Sculpting a Detailed Rock Asset in ZBrush

One of the most common models that you will have to model if you are doing architectural visualizations, and especially if you are doing assets for environments for the gaming industry is creating a model of a detailed rock or cliff formation. Well once you get to that point you will quickly come to a realization that even though at first glance it looks and sounds really simple, in reality rocks can provide a bit of a challenge and especially if you have never done it before. Well in today’s post i decided to tackle this issue and show you how you can create a fairly detailed rock in ZBrush, then make a low poly model of that and bake out normal maps and AO maps that you can use as a mask. To make it easier to follow i divided this into two videos so it’s easier to understand.

In the first video we will start with a little intro and a general overview of what kinds of a rocks we can see after which we will jump straight in ZBrush. We will use Dynamesh to get the general form, and then from there we will work with the Trim selection, the Trim Dynamic brushes as well as the Trim Smooth edges brush. After this we will take a look at the noise maker option for adding general noise on your model and we will finish up the fist stage of the rock. So if this sounds interesting check out the first part of the video.

In the second video we will continue from the same place where we left off in the fist one, and the very first thing we will do is get out of Dynamesh and Remesh our rock. This is where the “Holy Trinity” rule of Duplicate/Divide/Project will come into play in order to help us get all the details from the Dynamesh model onto the new ZRemeshed model. After all this we will also see how we can use some custom brushes to add in some details on the rock and finish it up. Then in the end we will use UV Master plugin for a quick UV unwrap and we will use Substance Painter to do a quick bake of the maps. But enough with the explanation, go ahead and check out the video for yourself.

After watching those two videos you should have a better understanding of what it takes to create a Rock asset that you can use in your Visualization projects as well as use it as a game asset. To be perfectly honest i wanted to make this video first so i have a base on which i can reference for a future video that i want to make that will cover many of the things covered here but create something more “cool”. But for now this will be all, and like always if you enjoyed the videos and you learned something new then share the post around so it can reach more people.

Creating a Base Armature for sculpting in ZBrush

Here we are back with another post about ZBrush. Today’s topic is a very simple concept and that is creating a base armature on which you can then continue sculpting. Main difference in working with traditional modeling software VS sculpting is that when you are working on a sculpt you have much more freedom to tweak your model as you aren’t constrained by technical issues. Another thing is that it’s a much faster way of making a model and at the same time bringing your concept to life. Well in today’s post we will see how we can build a base in Zbrush on which we can then proceed to continue sculpting.

In the first part we will start with a short explanation on what are ZSpheres and how to use them to get the base that we want to construct. In this video you will learn the basics on working with ZSpheres and how to control the detail level through the adaptive mesh. There really isn’t too much to explain as the video is pretty self explanatory so go ahead and check it out.

In the second one we will continue and expand on working with ZSpheres by adding in how to work with ZSketch and explain the main difference between it and ZSphere. You will also see how you can combine the results that you can get from ZSpheres and ZSketches into one subtool. Again it’s a short and self explanatory video so check it out.

Ok so if you’ve seen the videos you now probably have a better understanding on how quick and easy it is to get a basic armature shape for your prototyping stage. All in all as i have said multiple times in the past, ZBrush is an amazing piece of software that it would be great to have in your arsenal of skills.

That would be it for today and if you enjoyed this post then share, like and comment on it so it can reach more people.

Basics of Retopology

Ok so here we are back again after almost a month of no updates. Today we will go over a topic that is generally overlooked by people that don’t specifically have to do it, and that is Retopology. The first question that we would answer would be what is Retopology. Well Retopology is the process in which you have a pre existing high density detailed mesh, and on top of that mesh you build a new mesh with clean geometry. This is widely used in gaming models where you want to have all the details from your sculpt into the game engine, or another place would be in Photogrametry or even when you go ahead and download a free 3D model that you like but it has crappy geometry that really doesn’t work with your scene.

So having said that in this post i will go over the bare basics of retopolgy in a few different software packages. This will be divided into three different videos covering the Retopology workflow in ZBrush, 3ds Max and 3D Coat.

In the first video we will start in ZBrush. Here we will go over the basics of the automated ZRemesher feature, then explain a bit how we can control the ZRemesher with the help of guides and then we will jump over to the manual way of Retopology in ZBrush with the help of ZSpheres. All in all it’s a decent way to do retopo in Zbrush and if this is something that would interest you then check out the video below.

In the second video we will take the same base and start the retopology process inside 3DS Max. Here we will go over the tools in the modeling ribbon, we will see how we can create, modify and move the new mesh around, and also see how we can mix up the retopology workflow with general modeling workflow. So go ahead and check out the video below.

In the third video i decided to make the first video in 3D Coat. In this video i stuck to only the retopology section in 3D Coat as this was the focus on the video, but in all honesty i will probably make more videos about 3D Coat as it truly is an amazing piece of software. In this video we will see how we can create the base mesh, and we will dive in a bit in the options of the different tools and brushes. But enough explanations go ahead and check out the video below.

So with these three videos we basically saw the basics of retopology in different software packages, but if you have access to different softwares then you can do it there as well. Maya, Blender and Topogun are three other softwares that do amazing work when it comes to retopo but i really didn’t want to go ahead and do it for those packages mainly because i’m not too comfortable with using them, which doesn’t mean that they are not awesome.

So that would be it for today, i hope you guys have fun watching these videos and more importantly learn something new. If that is the case don’t forget to comment, like and share it around.

Detailed Intro to Working with Forest Pack Pro

Today’s post is a bit of a hybrid post, and what i mean by this is that when i was actually thinking about making a post about Forest Pack Pro i thought it would cover the basic options in a 20-30 min video and be done with it, instead we ended up with what you see here today. In the videos below you will be able to learn what is Forest Pack Pro and how it works. Now i am one of those people who thinks that when you are learning something it’s always good to have a certain model, or a project that you are trying to achieve and learn that way. Well today we will cover most of the options that Forest Pack Pro has in it’s arsenal, and at the same time we will do a couple of different end results. One of the things that specially makes me happy about these videos is the fact that i will cover a topic that has been asked from me multiple times, and that is the topic of creating grass and grass fields. So lets get down and start breaking down the four videos that you will be able to see here.

The first video in the string is more or less a very easy to follow basics of Forest Pack Pro. You will learn how to add a new Forest Pack node, then you will see how to change the display properties followed by how to add custom geometry. After this you will see how to control the density and spread of geometry on your surface. All in all this is the bare basics you need to understand before you start working with Forest Pack Pro. So go ahead and check out the first video.

In the second video we will see how we can use Forest pack Pro to create a modernistic Nail Art picture. To get this right we will kick it up a notch and go in a bit deeper into controlling the transforms of the geometry with the help of a bitmap. This is also where you will learn how to constrain the effect to certain plains and axies. All in all it should be an interesting video and even though it is a second part to the video series it won’t feel like it as it is a stand alone video. So again go and check it out.

When we get to the third part this is basically where we go in deeper with explaining even more features and at the same time we tackle the grass topic. Now for this video when i started it didn’t go as planned as i started modeling grass manually which was a huge time hog, so i scrapped the initial idea and went with a much faster and procedural way of making grass by using a free script called Debris Maker 2 so feel free to click the link and get it for yourselves. So if you have this plugin then you should have no problems with following along with the video, and creating a grass field of your own with ease. So go check it out and come back for the last video.

And in the last video for this post we will cover a topic very similar to the grass creating tutorial but with a twist, we will be using built in presets. Forest Pack Pro comes with a number of different presets that should be helpful to pretty much anyone working in the Visualization business. Other then that you will also learn how to constrain the effects of the scattering through the use of splines, and then at the same time use those same lines as base for scattering new geometry which will leave you with a very flexible end result. But enough with the explanation go ahead and check it out for yourself.

So with that done we come to a conclusion of our post for today. These were one of the more intense videos to record for me as i did get a number of crashes and the rendering times were a drag, but in the end i am actually happy with what it ended up looking like. So the only thing that i can hope for now is that you guys enjoy watching these videos you have some fun while watching them and most importantly of all you learn something new that can help you in your projects. So like always if you enjoyed the videos then hit the like button and subscribe if you haven’t already and i will see you all in the next post.

First Glance at 3ds Max 2017 and Auto Peel UVW unwrap

When i make a new post i kinda tend to make it so that the videos are educational and are pretty much in the form of a tutorial. Well today’s video is more of a informational character then educational. Namely a few days ago Autodesk decided to release their newest version of the 3ds Max software the 2017 version of it, so i decided to make a quick video about the very first thing you can see when you try it out. I made it so that it is divided into two short videos in which you will see what you can expect with the new version of Max, as well as few issues and bugs. (This is an understatement)

So in the first video i go and show you how the UI has been changed, and i kinda compare it to Maya and as you will see for yourself it appears as Autodesk are trying to make Max look like Maya for some reason. Also you will see that in the rendering department we have some novelty in the form of a new render engine ART. But check it out for yourself in the video below.

In the second video that i decided to make it separate i go over something that i am personally stoked for, and that is the UVW Unwrap Auto peel mode. It’s been ages since Autodesk have done diddly squat when it comes to unwrapping in Max, and it has been a total drag having it do it in it. Well in this last version they finally decided to give the unwrapping portion some love and get it so it starts being useful. In the 2017 with the addition of the Auto Peel mode, and the addition of the tension map it is really starting to get back on track, so now the only thing that needs to be fixed is for Max to stop crashing every 5 min. In any case check it out for yourself in this short intro to Auto Peel Unwrapping in Max 2017.

After having some time to play around with Max 2017 i can only say that it’s probably going to be a good version of Max, but as of now i would stay away from using it, especially if you want to use it for your work projects as it is really buggy and unstable and it appears that crashing is it’s favorite past time.
And that would be it for this post, i hope it was informative and if you liked what you saw then click the like button, share and comment below.

Creating Clothing for Game Characters with Marvelous Designer

So today we are starting with a something a bit different then the usual modeling topics, namely in this post i will try to address a request i have received about making a video on clothing creation. This is where i had the option to start in Marvelous Designer and use the default avatars in there for the tutorial, or i could opt in for a more interesting stylized character and have some fun, needless to say i went with the second choice. Now before i go any deeper into explaining i want to note one VERY IMPORTANT thing, that is that the model that i used is not mine but was taken from Arrimus3D subscriber giveaway. In case you have never heard of him then i am really happy to introduce you to another amazing content creator from which you can learn a lot. So once you check Arrimus and get the model then you can come back and have the means to follow along with this post videos in which we will try and make clothes for the model. When i started i actually had in mind to make everything packed into one video, but as soon as i laid down the ideas and what i had to cover i decided to split it into a few parts.

In the first part of the videos i will show you how to import the model you downloaded from Arrimus3D and set it up as an avatar. After that i will explain the basics on creating pants for your characters. We will go over the importance of symmetry and why it’s a great idea to use them where we can, which will be followed by the basics on pants creation. You will see the importance of the belt, the size of the leggings and as an added bonus we will even see how we can add some extra bit of stylized finish on the end of the pants so it covers the pig feet, we do want to make him look classy 🙂 But enough of the explanation, check out the first video about the pants creation below.

In the second part we will move on to making a shirt for our fashionable piggy. We will start off by explaining how to make a basic skin tight shirt on which we will add some wrinkling which will in turn give us more realistic look. After that we will go and make the shirt appear as it was held in place with buttons as well as add some sleeves to it. In the end we will also explain how to deal with excess cloth we might have on our shirt, and as a bonus we will explain what diamonds are and where to use them and why. So all in all it should be an interesting video to watch, so go ahead and check it out.

And the third video actually ended up as a bonus video as it wasn’t really planned but it kinda happened for one reason alone, and that reason was because the model was kinda lacking a something little extra to cover up the back. So with that issue in hand we ended up with the third video in which i will show you how to create a very simple cloak for your character. And again go ahead and check out the video for the cloak making below.

OK so if you checked out all the videos and are back to reading this then i only want to note one more time for you guys to go and check Arrimus3D on YouTube because as i stated previously you will find a treasure cove of information on his YouTube Channel. As for this post this about wraps it up for today, so if you did enjoy it and you managed to learn something then help spread the love and like, comment and share it around on the social network of your choice. And as always i will see you all in the next post.

  • 2015 © Copyright DKCGI | All rights reserved.