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.


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.

Modeling Vines and Ivy in 3ds Max

Ivy_GrowthWhen you get a project in which you need to model some exterior scene, there is a pretty good chance that you will need to either model a garden or maybe some flowers or even vines and ivy growth. This on its own can be a bit of a problematic issue if you have never had the need to do it, and frankly you don’t know where to start from. A perfect example for something like this is the image on the side where we can see some vine overgrowth on top of the column.

So if you want to learn how to model something like this you are in the right spot.

In order for you to be able to follow along with this video you will need to download a plugin called Ivy Generator from Guruware. (Click the link, in case it wasn’t obvious). Once there download the plugin and follow the instructions on how to install the plugin and as soon as it’s installed you should be primed and ready to follow along with the video.

A while back i remember that i shared some textures for leaves and foliage on the Facebook Page, so feel free and toss a like on there and scroll back and see if you can get to the textures. ( I know, shameless advertisement right).

In any case in the video you can learn the basics of the parameters that the plugin has, and also how to control the growth of the ivy in order to get it to take the shape that you have in your mind. You will see how you can make the vines grow on top of an existing mesh. Then we will see how to make the vines grow in a confined mesh. And after that we will see how to make it grow out of a given mesh and at the end we will see how to get the vines to grow on a brick wall geometry but keep the growth in the mortar and not on the bricks.

Again i hope this video was helpful for you guys and girls and that you managed to learn something new today. If that is the case then toss a like, comment and share it around so it can reach more people and maybe help them the same way it helped you. And don’t forget if there is anything that you guys would like to see, leave a comment on the site, or on the YouTube channel and i’ll see if i can make a video about it.

Modeling a Rattan Basket in 3ds Max


So if you are either working as a full time 3d modeler or maybe you are freelancing around, you are bound to run into the issue of having to model the infamous rattan elements. The reason why i decided to go all dramatic and call it infamous is because the geometry in the rattan models can be a bit tricky if you have never done it before and it can pose a problem. Now as i said it in the video, usually the way you would model something made out of Rattan would be to make the basic model and then slap on a texture give it some bump and reflection and call it done, but in some occasions where you would have a close up render you would have to model an actual model of the rattan.

On the image here you can see a compilation of a few different rattan baskets with different finishes, as well as one that is some sort of a table. I used these as reference images when i was making the video, but you can take pretty much any image from rattan from the internet and try to replicate the result.

As you will be able to see in the video the basic look of the basket will depend on the kind of weave that you will need for your rattan model. In the video i made a single horizontal weave going through double vertical poles, but you can use the same technique and change it around and make it resemble more like something that you need.

So talking aside take a look at the video and i hope that you will pickup on some tricks, and hopefully learn something by watching this video.

So like always, if this video was helpful to you and you managed to learn something new then like it, comment and share it around so it can reach more people and maybe help them the same way it helped you.

Generating Terrain Geometry in 3ds Max

So we’ve all had the chance of seen hundreds if not thousands of cases of those awe inspiring renders that look amazing showing off mountains, rivers and nature. Well the moment you realize that you are looking at a CG image is the moment that you realize that someone had to do the terrain for that render. And if that doesn’t sound like something that you would ever need just think about the fact that if you happen to work on a architectural project you are bound to end up with the need to model the terrain surrounding your base model.

Modeling terrain in 3ds Max is not a very complicated thing, but if you have never done it before it might pose a bit of a challenge. In the following video you will see how to take an image and from it extrapolate the isohypse lines that define the contours of the terrain. From there we will see how to generate terrain from those lines in 3ds Max, and then how to better control the geometry and making it all quads.

Oh and one more thing, this is for those of you who are still reading this and haven’t simply jumped off to the video to see what’s going on there. Even if you know how the terrain compound object works, make sure you check out the last 3 or so minutes of the video you can see how to generate terrain by using a plugin called Splineland. This plugin is amazing for someone that is doing this on a daily basis, and can afford to spend the cash to buy it. I only scratched the surface with this tutorial about it but i might make a more detailed one in the future covering more about it.

So without making this any longer then it should be, check out the video so you can see what i was talking about.

In case you would want to follow along with the same image that i used feel free and get it from here, or you can get one from Google.
Generating Terrain

Having said all that i hope you guys learned something in the the process of watching this and you also enjoyed it. If that is the case then subscribe to the YouTube channel, share it around, like and help spread the word around.

Modeling a bed with 3ds Max and Marvelous Designer

OK so here we go again this week with another tutorial covering Marvelous Designer following last week’s pillow tutorials. I had a few people messaging me and asking me to make a few more tutorials about Marvelous Designer, more notably how to make a bed with wrinkled cloth simulations? Well i took some time and made these two videos that initially were supposed to be one video, but i kinda like to keep them in the range of 20-30 min so it ended up as two.

In the first part of the video you will see how i modeled the base for the cloth simulations in 3ds Max, then how to export it out so we can reuse that same model as an avatar in Marvelous Designer. In this video you can see how to model the side skirts of the bed, how to make it so it’s wrinkled opposed to being flat and boring and also how to add the lower part of the wrinkles that is even more detailed. If you are interested in that check out the first part of the videos.

In the second part of the video we will continue where we left off in the first one and starting modeling the rest of the bed. We are gonna take a look at how to model a nice looking sheet covering the mattress, then continue and show you how to swap avatars, then over to modeling the pillow and placing it into position and at the end go down to modeling the blanket. After all of the elements are modeled we are going to take them and export them out and re import them back in 3ds Max and deal with the scaling issue. So instead of me explaining on what’s in the video have a look for yourself.

Now while i was making the video i didn’t notice it right away, but once it was made i did see that my blanket did come out a tad bit too short, so if you are modeling your version by following this tutorial feel free and make it longer.

So i think this should cover the basics on how to make a simple bed with 3ds max and Marvelous Designer, but don’t be fooled by the simplicity of our model here, if you use the same techniques that i used to make this model you can create multiple high detailed, interesting looking models as well.

If you guys have any questions about anything that was shown in the video feel free to ask in the comments below, or if there is anything that you would like to see a video of how to make it do write it down in the comments and i just might make a video about it if my time allows for it.

Having said all that i hope you guys learned something in the the process of watching this and you also enjoyed it. If that is the case then subscribe to the YouTube channel, share it around, like and help spread the word around.

Modeling a Pillow in 3ds Max and Marvelous Designer

Working as a interior decorator, or even as a freelancer you are bound to get a project that will be about modeling a room interior. One of the things that rooms always tend to have is a bed, or some kind of a sofa and some pillows on top of it. Well in today post i want to show you guys how you can model three different pillows, where the three will be with a different level of details depending on your need for complexity. This will be broken into two videos in which you can see how to model the low and medium detail pillows in 3ds Max while for the higher detail pillow we will go into Marvelous Designer.

In the first video you can see how to model the low and medium detail pillows, as well as how to put in some piping. So enjoy the first video and then check out the second one.

So if you have seen the first video you can now continue with the second one and see how you can make a high detailed pillow in Marvelous Designer that can fit into any scene that you might have, and the more important thing is that since we will be working in Marvelous Designer the model will actually be a simulated cloth which should behave like a realistic pillow would. So enough with my rant, enjoy the second video as well.

If you are still reading this you either saw both of the videos and came back to comment on something or ask a question in which case i salute you, or you didn’t watch the videos and you should feel bad, naah actually you shouldn’t feel bad you should just watch the videos 🙂

Having said all that i hope you guys learned something by watching this and you also enjoyed it. If that is the case then subscribe to the YouTube channel, share it around, like and help spread the word around.

Creating floor geometry with Floor Generator

When ever you get to work on a interior scene the inevitable fact is that you will need to either use a texture for the floor, or take the road less traveled and drop in geometry for the floor planks provided it is a wooden floor. In this tutorial we are going to take a look at how to deal with one of the most used features when ever you are modeling interiors, namely we are going to tackle the flooring.

A disclaimer though before we start, like i said previously you might want to think about whether you want to use a texture or geometry based on the needs of your scene. If you have a few renders from a distance it might be a better choice to take the quicker texturing way, but if you need a closeup or want to have a bit of a worn down parquet or aged wood flooring then geometry might be the right choice.

Alright if you are still reading i guess you want to see how it’s done, so get strapped and go and download the free scripts that you will need for this video:

Link for Floor Generator

While you are there you might want to pick up the two other free scripts as they are really amazing, and need i say again FREE. Ok so no more further delays, here is the video tutorial.

So if you are back and reading this then you might have just actually enjoyed the video, if that is the case then help spread the word and comment, share and subscribe to the YouTube channel. And also if there is interest i will do a a tutorial on how to get similar results by using textures while trying to preserve the details we get from the geometry way of doing it.

So until next time stay safe, and keep on learning!

Modeling a motorcycle chain in 3DS Max

One of the most common things that you are bound to come upon when you are starting out in 3D modeling, or have been modeling for a while is the moment when you need to make a chain of some sort be it for a 3D model of some motorcycle, a bike or maybe even a chainsaw chain. When you take a look at the chain, at fist glance it looks like an easy and quite straight forward deal to model, but quickly you come to the realization that it might not be all that simple.

Well in this video i started out from scratch, I built the different elements for the chain, then I cloned and deformed them to a spline that defines the shape that we want our chain to be positioned in the end. But don’t let me keep you reading and spoiling it when you could be watching that in the video and see for yourself

So here is the recap of the video and what you learned from it:

* When modeling, always try to break down the model into smaller parts to make it easier to manage
* When using the spacing tool make sure that you don’t have any sharp edges that would break the flow
* When using the path deform check for stretching and squishing, and more importantly how to fix that
* When to use Normalize Spline and what it actually does

With this we end this post, and remember if you liked this article and the video then comment, share it around and subscribe on the YouTube channel and keep on learning.

Working with Loft

As this is going to be the very first post that is going to be 3DS Max oriented i would like to start it off as a post about Loft, one of Max’s compound object options that i think is really under appreciated in the Modeling community. Anyways in the video below you will be able to see how to use the very basics of Loft, and with just a few 2D splines to obtain some more complex shapes. This is going to be a three part video in which i will try and cover all the aspects of the modifier, and at the same time end up with a cool looking end result.

So as we can see in this first part the Loft modifier we used a few simple lines and ended up with a nice looking table. I will end the first part of the Loft here, and in the next parts we’ll see how the Loft modifier can be used in architectural projects.

So if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.

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