Showing posts with label 3dmax tutorials. Show all posts
Showing posts with label 3dmax tutorials. Show all posts

Wednesday, February 23, 2011

Tennis Ball - 3ds Max Modeling Tutorial


Hi guys, in this 3d modeling tutorial i will show you how to model a tennis ball using 3ds Max 2011. This time we will cover only the 3d modeling process because the materials are pretty basic with Noise in the Bump Map. That being said let's start this 3d modeling tutorial




Step 1: To start this 3d modeling tutorial open or rest Max. Form Create, Geometry create a Box with the Length, Width and Height of 10cm and change Length, Width and Height Segments number to 2.

Step 2: In the Modify tab from Modifier List apply a Spherify modifier and convert the box to Editable Poly. Right click on the screen, Convert to>Convert to Editable Poly.

Step 3: From the Modify tab select the Vertex selection mode, go in Front view(press "V" on your keyboard to switch between viewports) and select the 2 vertices i've marked below. Click on Percent Snap Toggle to activate it and using the Select and Scale tool scale down the vertices in X axis direction until you see 60 in the bottom of the screen.

Step 4: Now in the Back view do the exact same thing only this time in the Y axis direction.

Step 5: In selection rollout menu select Edge and select the edges i've selected below holding CTRL.

Step 6: With the edges selected click on the little box next to Chamfer in Edit Edges rollout menu. Chamfer the edges with an amount of 0.25cm and 1 segment. Click the check mark for OK or click the plus sign(apply) because we will chamfer the edges again in the next step.

Step 7: With the edges resulted from chamfer still selected apply another Chamfer only this time change the amount to 0.05cm.


Step 8: Continuing with this 3d modeling tutorial from the Modifier list apply a Turbosmooth modifier and change the Iterations to 2.

Step 9: Now apply a Spherify modifier.
Note: You should exit selection mode if the Spherify modifier doesn't work.

Step 10: To continue this 3d modeling tutorial apply a Edit Poly modifier.

Step 11: In Edit Poly modifier select the Edge selection mode and make a Loop selection like i've did below. Select one edge and click on Loop.

Step 12: We now must convert our edge selection to Polygons. To do this simply hold down CTRL and click on Polygon icon(red square) in selection rollout menu.

Step 13: To grow the selection click Grow 2 times.

Step 14: Now click on the little box next to Extrude to extrude the polygons with an amount of -0.025cm. Change the extrusion type to Local Normals and click the check mark for OK.

Step 15: For the final step of this 3d modeling tutorial just add another Turbosmooth modifier.

3D Modeling Result:

That's it. This was our 3d modeling tutorial. Leave a comment if you have any problems following this 3d modeling tutorial.

Creating an Orange Cocktail in Autodesk 3dsmax


In this tutorial I will show you how to model, texture and render a realistic glass.
Step 1: The modeling phrase is easy. For the glass, start with an Cylinder. If you want to use references for the glass. Here is my modeling process of the glass. To make  the interior part of the glass use a Shell Modifier. Then add a TurboSmooth Modifier.
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Step 2: Now  the most important part is the liquid. To make the liquid select the internal polygons of the glass and detach it.  You can see the detached polygons in the screenshot:
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Step 3: Now go to the Element sub-object level and select the polygons you’ve detached. And then click Flip button to reverse the direction of the surface normals. If you do not flip that faces it’ll make a trouble when you are rendering the liquid.
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Step 4: Go to to Border Sub-Object Level and select the border of your detached element and Cap it.
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Step 5: Use the Bevel tool to give some edges to liquid. After that add a Turbosmooth Modifier.
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Step 6: Now we must add a Push Modifier to the liquid. Because at the moment the detached polygons are touching the glass surface. The liquid surface must over lap the glass surface.
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Step 7: Here is a  screenshot. The blue object is the liquid and the other is glass. Using the Push Modifier make the liquid bigger than inner glass surface.
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Step 8: The other objects are pretty simple. So i will only demonstrate the orange peal.  Create a Box Primitive  then a Helix shape.  Add a Path Deform Binding(WSM) to the Box. Then use Helix as a path. Adjust the settings as necessary. Collapse it and make some modeling for inner and outer parts then put it on the glass.

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Step 9: Done. Modeling part of this tutorial is finished. The other pieces which you can see in the screenshot are very basic models.
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Step 10: Now we are going to render our model, but there is an important thing to do before the rendering. Open a new Scene then go to the Customize menu > Units Setup . Make the Unit Scale cm. It is necessary for getting a realistic render. Then Merge everything and scale them as necessary.
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Step 11: And now I Merged the models to the scene. As you can see in the screenshot, I put three V-Ray Lights and three Omni lights. And for the reflection put a nice texture on a Plane and turn off the Cast Shadow option of the Plane.  Then you must model a platform which the glass will stand on.
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Step 12: When these things finished, draw a big sphere that will implicate the other objects. Then put a Normal Modifier on to the sphere. And then check the “Flip Normals” box.  And put a V-Ray Light Map on to the sphere. After that put a UVW Mapping Modifier on it. Don’t forget to turn off the Cast Shadow from its  Object Properties.
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Step 13: Now I’m giving you the material settings of the glass and liquid in the screenshot.
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Step 14: And the test render settings.
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Step 15: And  finally the high render settings:
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OK, here is my final render.
Creating an Orange Cocktail in Autodesk 3dsmax

3d model ancient weapon studio tutorial


Here I will teach you about 3dsmax 3d model ancient weapon studio tutorial.
I have used following techniques in this 3ds max tutorial.
Editable Poly Modeling techniques
[1]-First of all you will press (ctrl+N) now you will see the new window is open
Click on the Geometry > Standard primitives > Plane and use the following setting set the
Plane like this perspective view image as shown below
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[2]-Now click on the Geometry > Standard primitives > Tube Use the following Setting creates a two Tube like this
In the front view
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[3]-Your object should be like this
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[4]-Select the Tube Right select Editable poly and select the polygon mode in the Editable poly
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[5]-Make a selection like this
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[6]-Then click on the Extrude button
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[7]-Now you will see Extrude parameter palette is open Use the following Setting
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[8]-Your object should be like this
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[9]-Select the Object press holds (Shift key) drag it and release you will see clone window is open
Use the following setting and now your object should be like this
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[10]-Now click on the Geometry > Standard primitives > Cylinder Use the following Setting creates a cylinder like this
In the left view set like this image as shown below
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[11]-Now create a line and circle in the front view and use the following setting
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[12]-Set the both object like this in the front view
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[13]-Select the Object press holds (Shift key) drag it and release you will see clone window is open
Use the following setting and now your object should be like this image as shown below
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[14]-Now click on the Geometry > Standard primitives > Box and Use the following Setting creates a box like this
In the left view adjust like this image as shown below
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[15]-Now click on the Shape > Spline > Line and create a line in the front view
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[16]-Now apply the lathe and shell modifier and use the following setting
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[17]-Now your image should be like this
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[18]-Now press (M) and you will see the material window is open
I can make four materials in the first material i can import a wood map
In the second material just select the yellow color and give some shining
In the third material just select the black color and give some shining
In the fourth material i can import jpg for plane and also use the tilling option
After use the following setting then material assign to the given object
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[19]-Now add lights as you like press (F9) and you will see the final image is ready
Save the file in your folder
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