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:






My friend Max


With so many successful blogs on 3D max around the internet, for a very long time it has been difficult for me to start my own. I have never even blogged before, so starting this very first post has been a huge struggle for me! 

I would like this blog to be about the things that I know how to do in Max and want to share how to do them and about all those things that I don't know how to do and how I'll try to learn them. 

I just really love 3D Studio MAX, sometimes I even call it "my friend, Max", so here comes my first post.