Sunday, July 20, 2014

How to map a path

1.  First you have to create a path. Create a line like the one shown below:












2.  Select all the middle vertices, right click and select smooth from the drop-down menu:












3.  Next, you will have to duplicate the line. Select the line and then select Edit/Clone from the Menu (or press Ctrl+V on your keyboard):












4.  Then you have to give width to the path. Select the spline sub-object and change the outline value to whatever works for your scene. In the example below it is 14m:













5.  Now you have to extrude the path. Select the outlined line, and add an Extrude modifier from the drop-down menu, with amount 0:












6.  Let's now add a tile material to the path. You can add any tiling material you want. In the example below I used a simple Standard material with a Tiles map on the diffuse slot:















7.  Assign the material to the line and make sure "Show Shaded Material in Viewport" is highlighted:












8. Now to map the tiles correctly on the path, add the Unwrap UVW map from the drop-down menu. Next, select the "polygon" from the Selection menu and select the path's top polygon:













9. Now, to map correctly on the path, select Spline Mapping under Wrap, in the Unwrap UVW modifier parameters. Click on Pick Spline and select the line that you had created in Step 3 and make sure you select Planar Mapping:



















10. Finally, change the Tiling in your material, to fit your path:












Monday, January 28, 2013

How to model crown moldings

1.  Create a line, tracing the walls of the room, as shown in the picture:



2.  On a Front/Back/Left/Right/Top/Bottom view, create a line profile of the molding. If you choose to create your own profile, skip to step 5.

3. Alternatively, you can download CAD files of profiles from various manufacturers' websites, like this one http://www.siewers.com/moulding/catalog.html
Here I have downloaded SI-688 from the Crown category. Save the CAD file on your hard drive and then go to  the Max application menu, Import and Import (as shown). 












On the dialog that appears, select Derive Autocad Primitives by "Entity".












4. Select all imported lines and isolate the selection.  Then select one line and click Attach Multiple and select all the lines on the list.












5. Select the line you created on Step 1, tracing the walls and add a Sweep Modifier.












6. Under "Use Custom Section", click "Pick" and select the profile.













7. The crown molding is done! Remember, the Sweep Modifier is of course parametric, so if you change the shape of the profile, the molding will update automatically!













You can use the same method to create wall base, casing, trims and so much more!

Saturday, November 17, 2012

How to Create a Carpet - Part II


Continue from Part I

1. Convert the box from the previous post to Editable Poly and add a VrayDisplacementMod modifier. 

2. Under Texmap, click on None and select Cellular from the list.





3. Open the Material Editor and click and drag that Map into an empty slot. In the dialog that appears, select Instance and hit OK.


















  5. Make changes to the colors, as shown:













6. That's it! On the VrayDisplacementMod parameters, you can change the amount. In this instance, I have 4/8". You can also change the Edge Length, to a smaller amount, for better results. Depending on the proximity of the rug to the camera, you might also want to change the size of the Cell Characteristics, on the Cellular Parameters, as shown:



















How to Create a Carpet - Part I

1. Create a Box. You can use the parameters I've used: 12' x 8'. Just make sure the height value is very very small.











2. Add an Edit Poly modifier, move around the box so you can see its bottom. Select Polygon Sub-object (you can just hit 4), select the bottom polygon and delete it. 





















3. Go on a top viewport and hit F3 to go to wireframe mode.

4. Hit 2 to select the Edges Sub-Object. Select the vertical edges, as shown and click the small box next to Connect, to open the Connect dialog. 










5. Modify the values, as shown: 
Segments: 4
Pinch: 92
And then hit the cross: Apply and Continue.



















6. Now select the horizontal edges, modify the amounts as shown:
Segments: 4
Pinch: 87
And this time hit Apply, to apply the modification.


 


7. Finally, add a Turbosmooth modifier and change the iterations to 2.



















Your rug is now ready to receive the material!

Continue to Part II

Thursday, November 8, 2012

How to create a camera view from a perspective viewport


For a standard 3Ds camera, simply set the perspective view as you like and then hit Ctrl+C. 













A standard 3Ds camera will be automatically created, from your current perspective view.













For a VrayPhysicalCamera, you first have to create a VrayPhysicalCamera anywhere on the scene. It really doesn't matter where.














Switch to perspective view and set the view as you like. Then select the VrayPhysicalCamera (you can hit “H” and select it from the dialog) and with the camera selected, just hit Ctrl+C again, and the Vray camera will move automatically to match your perspective view. 













Note: If you notice that the new Camera view is slightly different from the perspective view, you just have to tweak the Camera’s Film Gate or Focal Length, in the Modify Panel. 

Friday, November 2, 2012

Making of a simple pot

Here's how to model a simple pot:

1. Make a cylinder with the parameters shown:





2. Add an Edit Poly modifier and select 3 edges, as shown. With the 3 edges selected, hit loop, as shown:
























3. With the edges selected, click on Chamfer, and select the parameters shown:
Amount: 0.025
Segments:1
And hit OK.















4. In the Polygon sub-object, select all polygons in Front View and then start deselecting as shown:





















5. With the remaining polygons selected, select Extrude, with the parameters shown:
Extrude Polygons: Local Normals
Height: -0.015
And hit OK.








6. Select the top polygon and delete it.













7. Select the edges shown and select Chamfer, with the following parameters:
Amount: 0.015

Segments: 4
And hit OK.














8. Add a Shell modifier with the parameters shown:
Inner Amount: 0.025














9. Add another Edit Poly modifier, select 2 edges as shown and then hit loop. Then hit Chamfer, with the following parameters:
Amount: 0.025
Segments: 4
And hit OK.




































10. Add a Taper Modifier and change the Amount to 0.25.














11. Add a Turbosmooth Modifier and change the Iterations to 2 and select Isoline Display.






That's it! Here's a rendering of the model: