Today’s post comes as a direct request from a reader.The request was to model an interesting looking wooden chair. Initially when i saw the model i thought it was a simple 50$ chair. But as you will see it ended up being a whooping 9500$ piece. When i saw that i simply knew i had to make the model so this is how it all started. Just so i covered everything i decided to split this into two videos. In the first phase i go over modeling the chair, and in the second the UVW unwrapping.
The modeling Phase
The modeling phase of this project was a fun one. The model seemed very simple at first glance, but once you start doing the work it had it’s challenges. In the first part of the modeling video i went over the logical composition of the model. After the part division you will see me start with modeling the parts individually. When modeling i always choose to take things as simple as possible, as it makes controlling the model easier. But instead of explaining everything it’s a much more effective means if you can watch it happen. So if you want to see the creation process, then check out the video below.
The Unwrapping Phase
In the second part of the video i will focus on the UVW Unwrapping part. Up until now i really haven’t done any UVW unwrapping videos for the models that i’ve made tutorials about. And honestly i’ve received a few requests to do some tutorials about this topic. So i decided to make a video about unwrapping this model. Depending on the feedback i get from you guys i may continue doing these kinds of videos in the future. For this video i decided to stick to 3ds Max and not take it into an external program. In order to follow along you will need to download the Tex Tools free script. So if you want to see how i did the unwrapping then check out the video below.
Like i said in the beginning, this was a fun model to work on. The only thing that makes this model unique is that i decided to do the UVW unwrapping as well. Now if you guys liked seeing me do the unwrapping then leave a comment or a like. And i’ll see about continuing making unwrapping videos for the future videos as well. So for now that would be all, and as always you can ask anything you might want to know on the YouTube channel or the Facebook group, and also you can jump in on Discord for a direct way of communication.
Well here we are with the first post for the year, and ironically almost at the end of January. Initially i was going to make this post split into two different posts. Due to having very little free time though we ended up with a quick tips type of post. Actually this ended up working better then expected. From now on i can gather different types of videos that are for different things and bundle them together. So as far as i’m concerned it actually works out in the end. The first video was posted last week. If you are not subscribed to the YouTube channel, you can see it here now.
Using Displacement in 3ds Max and V-Ray
In this video i go over a very simple issue that can come up when using displacement in Vray. In the video i go over the main difference between bump and displacement. After this we will take a look at how to use displacement to make a brick wall. The main problem with displacement at corners is that black holes appear in the mesh. So we will see how to fix those black holes with the use of Vray Displacement modifier. After that issue, we will take a look at another common issue when using displacement for floors. Namely we will see how to stop the displacement going through our models in the scene. So if this is something you are interested check out the video below.
Texturing a Floor with 3ds Max and Floor Generator
Here we will see how we can add a custom texture to geometry created with the Floor Generator script. In one of my earliest posts i actually covered Floor Generator so feel free and check it out. At first glance this looks like a very simple thing, but it does come with some issues. Here we will see how to deal with these issues, and how to quickly map and texture the floor. Anything more about explaining here is really not needed as you can see it all done in the video below.
I actually had fun making these videos. The fact that they are both different topics bundled together makes it easier for me. In the future i can make mixed videos for things that are too small for their own topic. So for this post that would be all. If you liked what you saw here, then help spread the word and share it around.
BONUS FOR THE ONES STILL READING
This week i decided to make a Discord server. If you have never used Discord it’s really easy. Just click the link below and it will take you to the site. There you can choose to use it in the browser to download the application. Once in the server come on in and say hi or whatever is on your mind. The main idea here is to have a place where you can come in and ask anything. And also a place where you can directly ask for a tutorial topic (make it easy on me).
Hey everyone and welcome to today’s topic on 3ds max modeling, with the help of smoothing groups. First of all i want to note that this was initially a 2 part video. Upon finishing the original recording i actually saw that i was breaking an NDA that i had signed. NDA’s are a pain, so i rerecorded the video to what you see here. But like all things everything has to have a start, so lets start from the beginning.
3ds Max Modeling with Smoothing Groups ?
You can do 3ds Max modeling with two different approaches. First is with chamfered edges approach to get the round look on edges. The second one is with the help of supporting geometry and turbosmooth modifier. They both have their advantages and disadvantages. So it would be great if we can combine the positives from the two workflows into one. This is where the modeling with smoothing groups comes into play.
How do we combine them ?
Combining these two workflows is really not that hard as you will be able to see in the video below. The short explanation would be that we will use two different turbosmooth modifiers in one stack. The difference is that the curvature of the faces will be controlled by the smoothing group.
If you have never worked with smoothing groups, you can change them by finding the menu. As you can see in the image here the smoothing groups look like a bunch of numbers in a calendar. The polygons that have the same smoothing group (SG) will try to make a smooth surface. So if you have two or more polygons with the SG1 they will try to make a smooth surface. And if those polygons meet with other polygons with a different SG you will get a sharp edge. This right here is the base of the whole workflow of using smoothing groups for modeling.
How does this help us ?
Understanding the SG concept is the base of working with this approach. The idea is that like i already said we will use two turbosmooth modifiers. The first one will control where the edges and curves will show up based on the SG. At same time the second one will control the sharpness of the edges. Now this is actually not that hard to grasp, and when explaining it it sounds a bit more complex. So instead of me trying to further explain how this works, check out the video below and see for yourself.
If you watched the video and are back here reading this then kudos to you. As you might have seen it’s a fairly powerful approach to modeling. The place where this shines is rapid prototyping modeling. So basically when you need to make your models very fast while they are still subject to changes. That means that this kind of modeling is more forgiving towards small issues and is very easy to modify. The down side is that it will give you a rather dense mesh. But at the same time Max has no problems with dealing with dense meshes if they are modifier stacks. The main issue is if you want to UV unwrap these models, in that case they can be a pain. So all in all it’s a great way of modeling, and especially if you have to make high poly models.
So i hope you guys enjoyed this video, and you managed to learn something new today. That would be all for today, and as always if you enjoyed it help by sharing it around. Bye for now and i will see you next time.