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Wednesday, November 25, 2009

Butter Scotch (logo) Text Effect



Sorry, but yet another text effect tutorial! I just can’t seem to think of any other ideas lately, feel free to leave a message in the comments if you have any ideas! Anyway, in this nice ‘n’ simple tutorial I’m going to be showing you how to make a “Butter Scotch” text effect Like the one shown in the image below:

Butter Scotch (logo) Text Effect

1. Getting Started – Canvas/Background

Now, firstly, you’ll have to create a new document in which you can make this text. For this tutorial I’m simply going to be using a small size of 400 x 180 pixels with the default resolution (DPI) of 72. But if you were making this for print, you’d want to use at least a few inches in size and at least 300 DPI/Resolution.

After creating your document, add in a suitable background. I used a background gradient of #ffa714 and #e77302, then added in a few shapes with the same colors and lowered the opacities of the layers. I ended up with this for my background:

Background Gradient and Shapes Added

I finished the background off by applying Filter > Render > Lighting Effects using the Omni Light Type and I also applied Filter > Noise > Add Noise with an Amount of about 2.0.

Background Effects Added

Reminds me of honey, yum!

2. Write out your Text

Alright, time to write out your text. I’ll just be using the font called Georgia for this tutorial, which is quite a nice font that comes with Windows.

Georgia Font Text Written “Butter Scotch”

I bet you want to know what settings I used for the text above, don’t you? For the word “Butter” I used the following settings: Georgia, 48 pt, Bold, #ffffff, -60 tracking, All Caps. And for “Scotch” I used: Georgia, 60 pt, Bold, #9c4907, -40 tracking, All Caps. If you don’t know what some of those settings are, you can view the settings below.

Butter Scotch Effect Text Settings

3. Giving Effect to Your Text (Layer Styles)

Now it’s time to give your text some life by adding layer styles. To add a layer style, right-click the layer in the layer’s palette and go to the Blending Options. To the white text I only added just two layer styles, which where:

  1. Outer Glow
  2. Bevel and Emboss

Now your text should look pretty much like this:

Butter Scotch Text Effect Layer Styles Added

I then added these layer styles to my “Scotch” text layer:

  1. Drop Shadow
  2. Bevel and Emboss

Now you should have a nice and shiny look like this:

Shiny Beveled Look Layer Style

Mmm shiny

4. Adding Perspective to Text

To give the text more feel or whatever, you might want to add some cool perspective to the text. I’m not sure what version of Photoshop you need to for this feature to be enabled, but it’s called ‘Create Warped Text’.

Creating Warped Text

Click the warp text tool and change your text to your liking! I used the settings shown below for both of my sets of text:

Warp Text Effect Settings

If your text doesn’t line up properly, you may want to rotate one of the sets of text so it lines up correctly. Now you should have something like this:

Warped Butter Scotch Text

You might want to experiment with different filters and layer styles and all that to get some unique outcomes, you just have to get creative! Well, that’s just about it for this tutorial… I hope I didn’t miss anything out!

If you need to, you can download the PSD file from this tutorial from here:

Butter Scotch (logo) Text Effect
(370kb)

Thanks for reading everyone! I hope you enjoyed this simple tutorial

Pseudo Surround Styled Effect



Pseudo Surround Styled Effect

In this tutorial, I’ll tell you how to create a pseudo surround effect using just Photoshop tools.

Ok, lets’ go! Start with creating new document 500×500 pixels. Fill the background with a linear gradient using the color #2d120b and #532803.

Pseudo Surround Styled Effect 01

After that I would like to add some pattern to the background to make the text effect more evident. Get out the Rectangle Tool and create white line as on my picture you can see below.

Pseudo Surround Styled Effect 02

Use Ctrl+T to rotate this line. Hold the Shift button to rotate the line exactly 45 degrees.

Pseudo Surround Styled Effect 03

After that duplicate this layer more times and move left and right to create the same grid as on my screenshot.

Pseudo Surround Styled Effect 04

Then mess with the layer mode & opacity/fill. I tried Overlay with opacity of 25%.

Pseudo Surround Styled Effect 05

Duplicate this layer with Ctrl+J and flip horizontal with Edit > Transform > Flip Horizontal.

Pseudo Surround Styled Effect 06

Now, start with creating pseudo surround effect. Get out the Custom Shape Tool and find some appropriate shape from the palette:

Pseudo Surround Styled Effect 07

You can download this shape from here if you don’t have it. Use the color #998900.

Pseudo Surround Styled Effect 08

After that rasterize shape with Layer > Rasterize > Shape and set fill opacity up to 40%. Then apply Inner Shadow, Outer Glow, Inner Glow, Bevel and Emboss, and Stroke layer styles to this layer:

Pseudo Surround Styled Effect 09

Pseudo Surround Styled Effect 10

Pseudo Surround Styled Effect 11

Pseudo Surround Styled Effect 12

Pseudo Surround Styled Effect 13

Pseudo Surround Styled Effect 14

Ok, select the Burn Tool (Brush: 200 px, Range: Shadows, Exposure: 50%) and make a little burn work in the bottom of the shape.

Pseudo Surround Styled Effect 15

Looks better then before, isn’t it? Next up is the shine effect. Use Select > Load Selection to select the shape and then apply Select > Modify > Contract to reduce selected area about 2 pixels.

Pseudo Surround Styled Effect 16

Ok, now I would like to cut away unnecessary part of selection. For this use Elliptical Marquee Tool, hold Alt+Shift and cut away the part of selection.

Pseudo Surround Styled Effect 17

Then fill selected area with white to transparent gradient on the new layer.

Pseudo Surround Styled Effect 18

Remove selection with Ctrl+D and change opacity to 50% for this layer.

Pseudo Surround Styled Effect 19

Add more glares to other parts of shape in the same way.

Pseudo Surround Styled Effect 20

Move to the last step of the tutorial. Move under the shape layer and let’s add some text to demonstrate our effect more. Get out the Horizontal Type Tool and write out something like ‘Splatter World’ using color of #d2af72. The font that I’ll just be using for this tutorial called BellCent BdList BT.

Pseudo Surround Styled Effect 21

I’m sorry but this tutorial is done! Feel free to experiment and you will get the best results!

Pseudo Surround Styled Effect 22

Photoshop Star Cute Text Effect



Photoshop Star Cute Text Effect

Are you hungry for new text effect tutorials fro Photoshop? I have one more interesting cute text effect for you!

In the beginning create a new document sized 300×500 pixels and fill it with color #1a142c.

Photoshop Star Cute Text Effect 01

After that create a new layer, get out the Elliptical Marquee Tool to create the selection as on my picture below and fill it with another color #6d56b2.

Photoshop Star Cute Text Effect 02

Remove selection with Ctrl+D and apply Filter > Blur > Gaussian Blur with following settings:

Photoshop Star Cute Text Effect 03

Change layer opacity to 70% for current layer.

Photoshop Star Cute Text Effect 04

Ok, we are done with background and now let’s start creating text effect! Select the Horizontal Type Tool and write out the letter ‘p’ with KabelBd font and any color.

Photoshop Star Cute Text Effect 05

After that apply next Blending Options to the current text layer:
Drop Shadow
Outer Glow
Gradient Overlay
Stroke

Photoshop Star Cute Text Effect 06

Photoshop Star Cute Text Effect 07

Photoshop Star Cute Text Effect 08

Photoshop Star Cute Text Effect 09

And you can see the result on the picture below.

Photoshop Star Cute Text Effect 10

After that right-click on the layer on layer thumbnails palette and select Copy Layer Style menu.

Photoshop Star Cute Text Effect 11

Move under the layer with letter ‘p’ and write out another letter ‘h.’

Photoshop Star Cute Text Effect 12

Then right-click on the layer on layer thumbnails palette and select Paste Layer Style menu.

Photoshop Star Cute Text Effect 13

The result should be next:

Photoshop Star Cute Text Effect 14

Add a couple of more letters in the same way.

Photoshop Star Cute Text Effect 15

Ok, looks good, isn’t it? To finish off the tutorial I would like to add some shapes to the background. Now, use the Custom Shape Tool and select the star shape as on the picture below from standard shapes gallery.

Photoshop Star Cute Text Effect 16

Add this shape to the background.

Photoshop Star Cute Text Effect 17

After that set up fill opacity to 0% and apply the Stroke layer style to the current layer:

Photoshop Star Cute Text Effect 18

Your picture should look as mine:

Photoshop Star Cute Text Effect 19

Add more stars in the same way.

Photoshop Star Cute Text Effect 20

Alright, now, hopefully your text looks something like this:

Photoshop Star Cute Text Effect 21

Transparent Glass Musical Shapes


Transparent Glass Musical Shapes

This tutorial about how to create unusual transparent glass effect which you can use in your designs.

Create a new document about 500 pixels width and 500 pixels high and fill it with any color, it doesn’t meter for now.

Transparent Glass Musical Shapes 01

Then apply Gradient Overlay layer style for this layer:

Transparent Glass Musical Shapes 02

Transparent Glass Musical Shapes 03

After that I would like to add the picture of microphone which can radiate musical notes. You can find suitable stock photo or use mine. Open up the picture and use Polygonal Lasso Tool to separate microphone from the background.

Transparent Glass Musical Shapes 04

Press Ctrl+C to copy selected area, then go back to the main canvas and use Ctrl+V to bring copied part of image to here. Move it left and down.

Transparent Glass Musical Shapes 05

Ok, now apply Color Overlay Blending Option to this layer.

Transparent Glass Musical Shapes 06

See the result below:

Transparent Glass Musical Shapes 07

Ok, continue our tutorial next. After that select the Custom Shape Tool and draw the next shape what you can see on my screenshot below. This is one of the standard Photoshop custom shapes.

Transparent Glass Musical Shapes 08

Use white color for shape. Then press Ctrl+T to rotate it a little bit.

Transparent Glass Musical Shapes 09

Ok, after that apply following layer styles to this layer:
Drop Shadow
Inner Shadow
Outer Glow
Inner Glow
Bevel and Emboss
Contour
Satin
Gradient Overlay
Stroke

Transparent Glass Musical Shapes 10

Transparent Glass Musical Shapes 11

Transparent Glass Musical Shapes 12

Transparent Glass Musical Shapes 13

Transparent Glass Musical Shapes 14

Transparent Glass Musical Shapes 15

Transparent Glass Musical Shapes 16

Transparent Glass Musical Shapes 17

Transparent Glass Musical Shapes 18

And the result should be next:

Transparent Glass Musical Shapes 19

Then select the shape contour with Select > Load Selection, after that create a new layer above and fill selected area with white to transparent gradient.

Transparent Glass Musical Shapes 20

Remove selection with Ctrl+D and change layer mode to Overlay.

Transparent Glass Musical Shapes 21

We are almost done with this effect. Add a little bit more shapes to the background.

Transparent Glass Musical Shapes 22

Looks good, don’t you think? And there you have the finished product:

Transparent Glass Musical Shapes 23

Thursday, November 19, 2009


Hello guys I will show how create a 3dsmax 3d house model tutorial.
I have used following techniques shown below in this 3ds max tutorial.

[1]-Click on the box button and create box with the following size
Place like me
3dsmax-3d-house-model-tutorial1

3dsmax-3d-house-model-tutorial2

[2]-Convert the box into the editable poly now select the vertexes and drag the object like this
3dsmax-3d-house-model-tutorial3

3dsmax-3d-house-model-tutorial4

[3]-Create two more boxes and set like this
3dsmax-3d-house-model-tutorial5

[4]-Similary create one more hut and place like this
3dsmax-3d-house-model-tutorial6

[5]-Create more boxes and place like this
3dsmax-3d-house-model-tutorial7

[6]-Select the polygons and apply the extrude polygons with the amount of -3.0
3dsmax-3d-house-model-tutorial8

3dsmax-3d-house-model-tutorial9

[7]-Create boxes and place like this
3dsmax-3d-house-model-tutorial10

[8]-Similary create more windows like me
3dsmax-3d-house-model-tutorial11

[9]-Create door with the help of boxes
3dsmax-3d-house-model-tutorial12

[10]-Select the box of hut and convert into the editable poly
Now select the edges and apply the extrude edges with good following amount as shown below

3dsmax-3d-house-model-tutorial13
3dsmax-3d-house-model-tutorial14

3dsmax-3d-house-model-tutorial15

[11]-Your object should like this
3dsmax-3d-house-model-tutorial16

[12]-Now finally your object should like this
3dsmax-3d-house-model-tutorial17

[13]-This is my material palette
3dsmax-3d-house-model-tutorial18

[14]-Set the skylight like this with the following parameter
3dsmax-3d-house-model-tutorial19

3dsmax-3d-house-model-tutorial20


Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush


Final Effect Preview

Step 1

First of all, open your base mesh in 3ds Max and go to the "Unwrap UVW" -> "Edit" window, and open the "Tools" menu. Click "Render UVW Template", and set both the width and height to 2048. Click "Render UV Template", and save the image as a .png file.

Step 2

You need rough base for your texturing, and the method I recommend is a very easy one . Just put some lights in your scene with or without GI, and give a simple skin color to the character. Render it using "Render to Texture ", by clicking the "Rendering" tab.

Step 3

Bake the texture and save it as a base for the texturing process. Select the character mesh, and click "Add" in "Output" drop down menu. Select "Complete Map", and "Diffuse Color" for the "Target Map Slot". Use the same width and height as you did before, in this case it's 2048. Click "Render"...and wait for a while:)

Step 4

Save the baked textures out. Open Photoshop, and load both the UV template and baked textures.

Step 5

Drag and drop the UV template into the baked render window, and place it in the right position. Make sure it is the top layer by pressing "F7" to open up the "Layers" window.

Step 6

Find a good skin texture for your character, create a new layer, and drag the skin texture onto it.

Step 7

Tile the skin texture using "alt" + drag. Select all of the tiles in the "Layers" window, and merge them by using "ctrl" + "e". Set the layer to "Linear Light" at 60%.

Step 8

Turn the skin layer off for now. Create a new layer, and start adding some details. You can use real photos for a more realistic look and feel. Don't forget to erase any dark areas of your baked texture to make it like the image below.

Step 9

Add details to the face, using the "Burn" and "Dodge" tools.

Step 10

Add some stomach muscles using the "Burn" tool. Refine the face by painting in the small details. Use the "Burn" tool on the knees as well.

Step 11

Create a new layer. Use the "Polygonal Lasso" tool, and select the area all around the feet and fingernails. Fill them with a dark yellow color. Add details to them by using the "Burn" and "Dodge" tools.

Step 12

Try to add the finer detail around the eyes and neck by using the "Burn" tool.

Step 14

Please note that it's very important to use the same color and texture along the UV seams. For example, you need to use or create the same color as seam A on seam B. This will result in the texture of the character appearing seamless.

Step 15

Click "Filters" -> "Sharpen" -> "Unsharp Mask". With this filter we can sharpen our texture layers, and have sharp edges on the details and skin.

Step 16

Turn on your skin layers now, and apply "Unsharp Mask" again. You can play with the opacity of its layer, as well as "Brightness and Contrast" in the "Image" -> "Adjustments" menu.

Step 17

If you modeled the eyes for your character, and they are already in your UV template, it's time to paint the eye texture. For this particular character, I have created some strange alien eyes.

Step 18

Click on "Image" -> "Adjustments" -> "Hue/Saturation. Change the settings as shown below. You can use this feature to change the skin color. Before you do this, make sure you have selected the main baked texture layer.

Step 18

Turn your UV template layer on, select the horn polygon areas, create a new layer, and paint in the specific yellow color displayed below. When you're finished, drag and drop your horn color layer underneath the skin layer.

Step 19

Burn around the seam areas of the neck and head.

Step 20

Merge all layers by pressing "ctrl" + "alt" + "e". Use the "Burn" tool with a different brush size to add the final details, and darker areas. Save your texture, and apply it to your character in 3ds Max. Make sure you have an un-collapsed version saved for future changes.

Finished Product

Model a Stylish Eames Lounge Chair In 3ds Max


Gathering Reference

The first thing we need to do is find reference photos, blueprints and drawings. I usually create a collage for this kind of modeling job, so I don’t have to look through dozens of images.

I generally model these kind of models by eye, although I would suggest using the right dimensions on models you will be handing to other people, or placing in scenes. Another tip is to get one detail to exact scale or size and then model everything else in proportion to that. This will help you achieve relatively precise results in less time.


Creating the Upper Backrest

Let's begin with the upper backrest. Create a box and subdivide it. Then create a plane that is a bit bigger, and set it behind the box. It will be the wooden shell for the backrest.

Step 1

Select the plane and subdivide it. To add these edge loops, select edges which will be crossed by the edge loop.

Step 2

Click Connect to add an edge loop. I will use this very frequently so whenever I mention 'Add an edge loop' you should refer to this explanation.

Step 3

Move forward the end vertices and scale them down slightly.

Step 4

Use the Chamfer tool to split the corner edges as shown.

Step 5

Add an edge loop vertically.

Step 6

Delete the right half. We will be using the symmetry modifier to get the other half in place.

Step 7

On top of the symmetry modifier add a shell and a turbosmooth modifier with these settings. This is just a way of optimizing the workflow, and a good habit to get into. If you want, you could also get rid of one half vertically and use another symmetry modifier, so you would need to work on just one corner. However, later on we will be getting rid of these symmetry modifiers and giving each detail a bit different look.

Below the first image you can see the result, but these settings may change as you go along. For example this wooden shell may be too thick or too thin and so on.

Step 8

Now we will be modeling the cushion and we will use the box we created earlier. Select the right half of the box and delete it, then copy the turbosmooth and symmetry modifiers from the wooden shell. You may need to adjust the symmetry or maybe flip it. From the top view adjust the vertices accordingly.

Step 9

Continue to add edge loops and adjust vertices.

Step 10

Select the polygons on the back of the cushion and hit 'Inset'. This is to add more definition so it looks like it’s attached to the wooden back. Move vertices and polys accordingly.

Step 11

Create a sphere and use the scale tool to squash it to create the button. We will use the button to adjust the cushion model itself, so place these two accordingly and sink them into the cushion model.

Step 12

Select the vertex in the middle of the cushion and chamfer it, so you get these four vertices.

Step 13

Using the Inset tool, inset the polygon we just created and push it inwards. You could also use the Bevel or Extrude tool to similar effect.

Step 14

Using the Cut tool create edges as shown. It is very important to keep all these polygons four edged as they divide the best and the smoothing is predictable and doesn’t have any glitches.

Step 15

Add two more edge loops in between the middle ones to add detail for the creases and folds. Add one edge loop vertically to the right and left of the indentation for the button.

Step 16

Add two more edge loops, but now a bit closer to the center. Adjust them somewhat randomly to give direction for these folds.

Step 17

Round out the overall shape to give it a smoother look.

Step 18

Raise some of the edges to create a cloth-like effect.

Step 19

To create additional cloth folds, create an edge loop and extrude it. Collapse the ends of the new polys.

Step 20

Repeat these steps several more times across the button hole to add more creases. The results are shown below.

Step 21

Next, we will be adding sewn lines around the cushion that hold it to the wooden base. To do this, add an edge loop on the side. Then, using Edge constraints in the Edit Geometry rollout, move the new edge loop closer to the sewing line. This is a very useful tool, and I use it daily as it helps to move vertices along already made edges.

Step 22

Select edges using Select Ring. Hold Cntrl and click on the Polygon Subobject mode. This will select all polygons adjacent to the selected edges. This is another useful technique I use very frequently. Using the Extrude tool, extrude these polygons inwards, but don't close the Extrude dialog box. Hit Apply and then extrude it outwards. This will create nice curvature and definition in that area.

Step 23

Select the edge loop as shown below and use the Chamfer tool to chamfer it slightly. This will add a more defined edge so that it looks sewed on to the base.

Step 24

To finish the main modeling of the cushion, adjust the extruded areas until they look good.


Creating The Lower Backrest

Step 25

Holding down the Shift key, move both the wooden base and the cushion downwards. This will create a copy of these objects. There is no need to model everything from scratch as the chair has many parts that are similar to each other.

Step 26

Select the new wooden base object and add another loop in the middle, then move this down a bit. Select the lowest outer edge, and holding the Shift key move it outwards. This is how it should look.

Step 27

Move the outer edge up a bit. Add two new edge loops crossing each other, like this.

Step 28

Move the new vertices until it looks like the image below. In the screenshot I have Shell modifier enabled, so that's why it has that thickness. The second image is how it looks smoothed with Turbosmooth.

Step 29

After these modifications I noticed that the cushion weren't quite sitting in right. I pushed them out according to the wooden base lines like this. Also, make sure to check the back view as in my model some vertices were sticking out.


Creating The Seat

Step 30

Then again copy second cushion and rotate it 90 degrees.

Step 31

Select the wooden base, go to Edge Subobject mode and again using Shift key extrude left side edges. Then select the middle edge loop and chamfer it. After that add an edge loop between these two new edges. You could also use Extrude tool with height value set to 0.

Step 32

Then add another edge loop where I have shown and adjust vertices accordingly.

Step 33

Delete the cushion if you have copied it from the second backseat, as its shape has been changed to flow along the second wooden base and that won't work for this part. It's easier to adjust the first cushion as it has a very generic shape. Place it in the middle of the base.

Step 34

Using the Scale tool, scale it according to the shape of the base. After that, move the outer vertices closer to the edge of the wooden base. I would suggest turning Turbosmooth on from time to time, just to see how it is smoothing and to see if there are any glitches.

Step 35

Now select the top vertices on the cushion and lift them up to even the surface out. This is to give it more of a volume as before it was too flat.

Step 36

Select vertices along one of the sides and push them in to round-out the shape. Do the same for the other side.

Step 37

If you look from the top view you will see that the wrinkles are squashed because of the scaling we did. To correct this select all of the middle vertices and some around it and scale it to the sides until it looks as shown.

Step 38

As the size of the model has increased but the amount of detail is still the same, add a few edge loops.

Step 39

Select the base of the seat and add another edge loop. Push it outwards to round it out. I did this because I noticed that the seat and the leg rest both have rounder shapes to hold the cushion in.

Step 40

Adjust the part that touches the extruded base. You need to push them according to the form of the base, so that it looks like there is pressure for the cushion to stay in place.

Step 41

Unhide all other parts. We need to group them for easier scene management, and we also need to name them. I named the second back seat 'lower back seat', for example. It's up to you how to name you objects as long as it makes sense to you.

Step 42

After that I adjusted the Pivot point of the lowest back seat. This is for easier rotation and placement of these objects. After placing these objects correctly, it should look as shown.

Step 43

At this point I noticed that the lowest back seat wasn't matching the photos. To correct this, I selected vertices that didn't match and moved them to the right place. This is what I got.

Step 44

Group all of these objects and name the group (I called it 'Whole_seat'). Rotate it so that is in the same position as the photo references.


Creating The Chair Leg

Step 45

Next we will create the main leg for the chair. Start by creating a plane and then adding one edge loop vertically and two horizontally. After that you will need to adjust them to shape, as shown.

Step 46

As the main leg has a five star shape, create a cylinder with five sides and placed it next to the plane we just created. This will be useful when copying the leg four more times.

Step 47

Copy the Shell and Turbosmooth modifiers from previous models to the plane and adjust them (I made the thickness amount smaller). Select its Pivot and use Alt + A (Align tool) to align to the cylinder. This is so you can easily copy and rotate it.

Step 48

To copy it four more times you need to copy it by 72 degrees, and you need to do it precisely. Right-click on the Angle Snap button and make the Angle value 2. This will angle snap it by every 2 degrees. Rotate it by 72 degrees while holding Shift, and in the Copy dialog box enter 4 copies. After that, combine all these copies into one object using the Attach command. Be sure not to attach other objects if they have Shell and Turbosmooth on top of them. If so, delete these modifiers first. If you attach them with modifiers on them, they will be collapsed and attached and will have another pair of Shell and Turbosmooth multipliers on them. They will have double the amount of shell and smoothing on them.

Step 49

Select 5 vertices as illustrated and click Collapse.

Step 50

Raise the center vertices up to mimic the photo reference.

Step 51

Create a cylinder at the edge of one of these legs. Try to eyeball its length according to the photos and scale the vertices at the bottom of it to achieve the result below.

Step 52

Create another cylinder or copy the existing one underneath the one you just created. Use extrude and inset to achieve this result.

Step 53

Attach these two objects together, and then align its pivot point to the center of the base that will hold them together.

Step 54

Now create a cylinder, inset it a bit, and extrude it inwards. Another method would be to create a Tube object from the Create rollout.

Step 55

Then create a box, and align it in between the tube and the cylinder we created earlier. I added another vertex so that fits more nicely there.

Step 56

Select the polygon at the end of the box near the cylinder, and extrude it so it sinks into the tube. Then, using the Scale tool, scale it in the top viewport so that it extends a bit. Add another edge loop, and scale it down a bit to add the curvature needed.

Step 57

Now we need to copy this box four more times. For this I used the same technique I used for copying the legs.

Step 58

Extrude the top polygons on the leg, scale them in a bit, and inset them two times.

Step 59

Now we will be creating the part which is screwed into the bottom of the chair and holds it to the main leg we created previously. Start with a plane, subdivide it similarly to what we did for the main leg, and then create a copy of it.

Step 60

Copy these two objects, rotate them by 180 degrees, and adjust the vertices so they are shorter than the first pair.

Step 61

Use the Bridge tool to connect these objects. Copy and paste the Shell and Turbosmooth modifiers from previous models and adjust them.

Step 62

Select all outer ends of the model and scale them down a bit. After that move these ends further out from each other.

Step 63

Move it under the seat and rotate it to match the angle of the seat. Create a cylinder and select the bottom edge loop (to do this select the bottom poly and while holding Ctrl click on the Edge subobject mode icon). Chamfer it using similar values as in this screenshot.

Step 64

Inset it and extrude it a bit.

This is how it should look together.

Step 65

Create a cylinder with five sides, then move it and rotate it to match the four ends of the part that holds the seat.

Step 66

Select all edges of this cylinder and chamfer them with a small value. It will yield a nicer reflection if the rendering camera is below seat level. Create another cylinder, but this time with about 30 sides, and again chamfer all its edges.

Step 67

Copy them to all four ends of the object.

Step 68

Create a box and place it between the main cylinder and these five sided cylinders (which are essentially screws). Adjust its vertices so that they match this screenshot.

Step 69

Select the edge that is closest to the screw and chamfer it using similar settings to those show below.


Creating the Arm & Backrest Details

Step 70

Now we will create the armrest. Create a box and use extrude and edge loops to create a shape similar to the one pictured below.

Step 71

Add edge loops near all three vertical edge lines.

Step 72

To smooth out the overall form, move the vertices at the edges so they are a bit rounder.

Step 73

Select the edge loops as illustrated. Select one edge and loop it. If it is not going all the away around the object, select edges manually until you get full edge loop. At the end you should have two full edge loops selected.

Step 74

Then use Extrude with negative values and click on the Apply button. After that, make the extrude value positive (something similar to mine) and click OK.

Step 75

Click Chamfer and use something similar to my settings.

Step 76

After that you will notice that there are some problems on some corners. To correct them, collapse the vertices like this.

Step 77

Then select all the polys we just created. You could again select the edge that is in the middle of these polys, and holding Ctrl, select polygon Subobject icon. After that is done, extrude these polys a bit. This will create the right amount of detail in that area.

Below is how it looks together with all models.

Step 78

Create a box with one edge loop in the middle, and adjust it so that it sits as shown.

Step 79

Add an edge loop in the middle of it, and move the top vertices out.

Step 80

Select the top and bottom edges that you pushed out, and chamfer them using these settings. Do the same for the middle edge loop length wise.

Step 81

I modeled it slightly sunk in the chair, so move it out a bit to create some space.

Step 82

Add three cylinders with chamfered tops under that object we just created. Copy it, and move it accordingly so we have two of these objects separated evenly.


Creating The Leg rest

Step 83

Copy the top backseat and rotate it by 90 degrees.

Step 84

Using soft selection, select the top part of the vertices and move them up to give the cushion more volume.

Step 85

Copy the main chair leg and position it under the new cushion

Step 86

As the leg rest base has a four star leg, we will need to modify the one we copied from the chair. Select four of the five starred shapes and delete them. Copy the one that is left 3 more times by Shift rotating it by 90 degrees (making sure the pivot point is still in the center). Remember to scale it down, as it is smaller than the main leg.

Step 87

Collapse all the vertices that are near each other.

Step 88

Delete all other parts of the leg except the one that you will copy. Select them and copy them three times by 90 degrees.

Step 89

Copy the part that is holding the bottom of the seat and move it roughly to the center of the leg rest. We need to make all these shapes the same length, so add a Symmetry modifier and make it mirror both the shortest shapes.

Step 90

Adjust the box that will hold the structure together.

Step 91

Smooth out the boxes that hold it together by chamfering the side edge and the one that is closer to the screw.


Adding Additional Details

Step 92

Now you will create the steel angle that will hold the armrest. Create a plane, and position it between the soft armrest and the wooden chair base.

Step 93

Extrude the upper edge to the right using the Shift key. After that, select the edge that is in the corner and chamfer it. Add a shell modifier.

Step 94

Next you will need to create a screw head. Create a sphere and a cylinder. Squash the cylinder, copy it and rotate it by 90 degrees. Attach both cylinders together. Using the Boolean tool cut out the cross shape into the sphere.

Step 95

Squash it a bit flatter and add a cylinder at the end of it.

Step 96

Copy these screws accordingly. Then copy all these objects to the other side.

Step 97

Everything is almost done, but first we need to add a bit of variation to the model. This is because most of it was made using symmetry, so it looks pretty generic and computer made. To add the natural variation, we need to collapse all cushions so they don't have Symmetry modifiers. Cut out the Turbosmooth modifiers and collapse the model to Editable Poly. Paste back the Turbosmooth. Do this to all the cushions and armrests.

Step 98

Using Soft selection, move some of the wrinkles around to make it more random. Make some parts smoother or more extruded and visible. As for armrests, add one edge loop between those sewing seams and then push it in to give the impression that these lines are holding it together. Don't make these identical for both armrests, as it will look copied.



Final Result


Model a Detailed, High-Poly Camera in 3ds Max 2010



Photo Source

download

Step 1

The first thing you need to do is set up your reference in the scene. To do this, place a plane in the front, top, and side view ports, and make them the same dimensions as the source image (which you can download from the link above). In this case they should be 950x784.

Step 2

Now you can begin to model. In either the front, or the back view, drag a box out so that it fits the approximate shape of the camera.

Step 3

Apply a new material to the model, so that you can see the underlying reference images. Hit 'M' to bring up the material editor, then select an empty slot, and turn down the opacity. You may also want to change the color to make it easier to see.

Step 4

Left click on the box to select it, and then right click to convert the object to an 'editable poly'. Start shaping the box to match the reference image in each of the views.

Step 5

Try to pick key points on the object to place your segments. In this case a hard edge or angle change would be the best choice.

Step 6

From the back, insert two edges. 3ds Max 2010 has a new 'swift loop' tool that is handy for this. Then extrude from the top to continue the shaping process.

Step 7

More shaping. In this case you can start to extrude the front.

Step 8

Add more edge loops to define the shape where you will extrude the hand grip.

Step 9

Extrude the faces to form what will later become the hand grip.

Step 10

You can now begin shaping the newly made section. A good tip is to never add too many new cuts or divisions before cleaning them up. This will go a long way to keep your model clean, and also make everything easier to understand.

Step 11

Extrude a few more segments, matching the shape to the reference images. Try to follow key edges found on the camera (highlighted in red on the image below).

Step 12

After you have the flash section roughed in, move on to the area around the lens. Start by added two more edge loops.

Step 13

Add two more loops, making them parallel to the others, and shape them around the lens. This will be important later for keeping a hard edge.

Step 14

Pull the faces out a little.

Step 15

Now that you have the basic form down, add a 'turbosmooth' modifier (found under the 'modifiers' tab). Use 2 'iterations' and select 'isoline' display.

Step 16

You will notice that there is a hard edge where the lens is attached. To create this effect, you need to re-enforce the edges you want to be hard by adding extra geometry. Use the 'inset' tool twice to create the desired effect.

Step 17

Clean up any unwanted edges, as they will cause problems with smoothing.

Step 18

At this point your model should look something like this.

Step 19

Clean up the flash area. I had to weld a number of vertices, and attach one edge to the other to keep the edge loops flowing. You may need to do some similar adjustments, but the main thing is to keep the geometry free of triangles, and to keep the edge loops flowing around the model in a logical way.

Step 20

Start shaping out the area around the small info screen, and at the front where the shutter button is.

Step 21

Add some more of those hard edges by selecting the one line and simply using the 'chamfer' tool.

Step 22

Often when you use the 'chamfer' tool you will get triangles. When using 'turbosmooth', you will want to go around to these spots, and get rid of the triangles to make your model look cleaner. You can achieve this by selecting the vertices around the triangles and simply welding them together.

Step 23

You should have something that looks like this.

Step 24

Now clean up the sides. For both, just keep the edge loops flowing right down the sides. You can use the 'cut' tool to achieve the desired effect.

Step 25

Start to cut the other side.

Step 26

Nice sharp edges.

Step 27

Move on to the eye piece. This is a pretty simple section to do. Add a box in the top viewport.

Step 28

Convert it to an 'editable poly'.

Step 29

Move it into place.

Step 30

Now add the details by using the 'inset' tool several times.

Step 31

Push the one face backwards.

Step 32

Now use the 'inset' tool a third time. Push it back a little, and scale it in from the center. Select the outer edges (highlighted in red).

Step 33

Use the 'chamfer' tool. The settings are relative to the scale of your object, so your number may differ from mine somewhat.

Step 34

Continue to do this for the corners.

Step 35

All done the eye piece.

Step 36

Move back to the info screen. Using the 'cut' tool, add two more lines, and move one to the left a little.

Step 37

More clean up. Just tie off the edges near the top to make quads.

Step 38

Extrude the faces that you want to be the screen inward .

Step 39

Always try to keep the edges clean. Otherwise, smoothing won't work very well, and you won't get the results that you want.

Step 40

Now do the edges on the other side. You can also pull the one up a little bit. You can remove the edges that are selected in the image below since they are not needed.

Step 41

Next up is the back video screen. Just like every other part so far, start with a box, convert it to an 'editable poly', add a few segments, and line them up to the reference photos.

Step 42

Select the middle faces and extrude them out a little. This will be the screen.

>

Step 43

Chamfer the corner edges.

Step 44

This is entirely optional, but to finish the screen off, you can select the face and inset it once. If you plan on doing a custom texture, then you don't need this, but if you just want to throw on some solid colors, then this could help.

Step 45

Now do the mode selector dial (this is where you can select the different presets and modes on the camera). Make a cylinder in the top view port, and line it up with the reference images.

Step 46

The dial is on an angle, so you will have to rotate it some.

Step 47

Add some detail by performing a small chamfer.

Step 48

Select every other face on the side and extrude them a bit.

Step 49

With those faces still selected, use the 'bevel' tool (located near the 'chamfer' tool). It will give the ends a more interesting look.

Step 50

Now you need to do the base that the dial sits on. Make another cylinder and chamfer the top.

Step 51

To give the camera some branding, use the basic 'text' tool, type in the name "Pentax", and use the 'extrude' modifier to add some depth.

Step 52

Next up is the shutter button. Start with a cylinder, and scale the top inward. This will give you the basic shape.

Step 53

From the top view, line it up with the reference.

Step 54

Add an edge loop, select the top face, and scale it in a little.

Step 55

The one edge is still a little too sharp, so with it selected, use the 'extrude' tool. Don't give it any height or depth...just keep it at '0'.

Step 56

Time to make the button. Start by insetting the top face.

Step 57

Extrude the face, and chamfer the edges to round them out. Toggle smoothing on to see how far apart your lines need to be.

Step 58

You should now have something that looks like this.

Step 59

Next, make the button that goes next to the shutter. Use a box, extrude the face outward, and scale it in a little bit.

Step 60

Chamfer the edge to round it off.

Step 61

More clean up. The area just behind the shutter button needs some love. There is also a hard edge separating the front section from the small lcd screen.

Step 62

Using the 'cut' tool, cut two lines parallel to one another, and right up to the top of the shutter. With 'turbosmooth' on, this will have a nice crisp edge.

Step 63

The result with smoothing on should look like this.

Step 64

Moving on to the other side, do some tweaking to the body shape.

Step 65

Just like the other side, use the 'cut' tool to place the edges.

Step 66

You should now have something that looks like this.

Step 67

Back to modeling the controls. Use the same process that was used for modeling the mode selector in steps 45-50.

Step 68

For the bulge around the dial, simply use a sphere and scale it in on the Z axis.

Step 69

Here you can see the finished control. If you are going to get right up close, you can add even more detail, but if this is just going to be sitting on a desk in a render, or used for Normal map baking, then this is more than adequate.

Step 70

Use the same method of inset, extrude, then bevel for all of the controls.

Step 71

You should now have something that looks like this.

Step 72

Finish off the camera body shape. For this you have to model in the thumb support. Rough out the shape by moving some of the vertices with 'turbosmooth' on.

Step 73

With 'turbosmooth' off the edge flow can look a little strange. I recommend toggling it on and off quite often.

Step 74

Add another line to harden up the area. Without it, it would be too smooth with 'turbosmooth' on.

Step 75

After adding a few lines, and playing with the geometry, the result should end up looking something like this.

Step 76

Now go around and make sure everything is in the right spot. For example, the screen may need adjusting, or the dials may need to be pushed in a bit. At this point you should also save your work. Even though 3ds Max has an auto save, you can never be too careful.

Step 77

Line up the basic geometry for some of the buttons.

Step 78

Move them into place on the model.

Step 79

For the control wheel, chamfer the edges to round them off. Then inset the middle, and push it in a little.

Step 80

To make the button finger grips, start with a box, add a few segments, and line them up with the reference.

Step 81

Apply a 'turbosmooth' modifier, and then clone them around the model as necessary.

Step 82

This particular camera has a number of small buttons. Use the basic 'capsule', and play with the settings to make it pop out on the ends. You may wish to convert this to an 'editable poly' and delete the faces you don't see, but this is entirely optional.

Step 83

Now copy the same buttons around to the back.

Step 84

To finish off the eye piece, you have to add some more detail at the top. Using the 'connect' tool, make two edges, and then make two more edges connecting them. You should end up with a shape that looks like a long rectangle.

Step 85

Extrude that face inward a little. Then add a box, add a number of segments to it, and bevel the top of every other face. Adjust the gap between each of them to be a bit less wide.

Step 86

Now move to the front of the camera to add the curving hard edge on the hand grip. Use the 'cut' tool to add the basic flow.

Step 87

Then just tie off your edges. With 'turbosmooth' on, you should get a nice curving hard edge.

Step 88

Next up is the flash bracket. Start with a box, add a few edges, then extrude once.

Step 89

Model the metal bracket using two boxes.

Step 90

You are almost done the camera body, but there are two more parts to add at the front, near the bottom. Start with a box, add two segments, select the border edges, and then chamfer them. You can use either the reference, or your own judgment.

Step 91

The opposite side has almost the same shape but smaller, so just mirror the one side over, scale it down a little, and move it into place.

Step 92

Time to move on to the lens. Add a cylinder and just adjust the size.

Step 93

Add a few edge loops to define where you will be extruding from.

Step 94

Start extruding.

Step 95

Add a small bevel using the 'chamfer' tool.

Step 96

Add two more edge loops for the main focus ring.

Step 97

The focus ring has a rubber grip with small extruded bits. You need to make the polygons thinner, so with the previous lines still selected, click on the 'connect' tool to add another group of edges.

Step 98

Now select every other face.

Step 99

Using the 'bevel' tool, extrude the faces outward. You can see the settings that I used, but don't forget that, depending on your scale, your numbers may be different from mine.

Step 100

You should now have something that looks similar to this.

Step 101

Now start on the front, by beveling the front face a little bit.

Step 102

Then extrude it in a little bit.

Step 103

Extrude back out. This is this part of the lens that is 'telascopic', and moves in and out depending upon the focus settings.

Step 104

Line it up with the reference.

Step 105

Start insetting again.

Step 106

Extrude inwards.

Step 107

Inset one more time.

Step 108

Now select the thin strip of faces and extrude them out a little. Then, either chamfer the edges, or bevel them. Either way the result will be the same.

Step 109

For the glass part of the lens, just use the capsule primitive again. Then just scale it in, until it's almost flat, and move it into place.

Step 110

Now would be a good time to assign smoothing groups. The fastest way to do this is to use the 'smooth' modifier.

Step 111

Chamfer any hard corners. Even if they look sharp on the real object, giving them a small bevel will help them to pick up nice highlights at render time.

Step 112

Bevel the faces near the front of the lens. Just follow the larger shapes on the reference pictures.

Step 113

Next up is the grip for taking off the lens. Select the edges near the back of the lens (highlighted in red in the image below).

Step 114

With those edges still selected, click on the 'connect' tool, and play with the number of segments. When you are happy with what you have, click ok to apply the changes.

Step 115

Select every other face, and bevel them out using 'local normal'. You can use similar settings to the ones in the image below.

Step 116

The lens is now finished. Any other details would be applied using textures such as normal maps.

Step 117

Unhide everything and you should have a high-poly DSLR camera that looks something like this!


Final Effect Preview



Create a Beautiful Sunset Scene Using Dreamscape and 3ds Max



Step 1

First of all, to render a scene with DreamScape, you will need to create a special light called "Sun". In the "Create" panel, click the "Lights" icon, then from the dropdown menu, select "DreamScape", and add a "Sun" light in the viewport.

Step 2

Move this light to the coordinates: x = 1700, y = 11000, and z = 800.

Step 3

Create a free camera, and move it to the coordinates: x = 0, y = 0, and z = 100. Rotate the camera by '87' degrees on the 'x' axis.

Step 4

Next, you will create the sun and the clouds. Press the '8' key on the keyboard, to open the "Environment" panel. In the "Atmosphere" rollout, click the "Add" button and choose "DreamScape".

Step 5

In the "General Parameters" rollout, click the "Preview" button to open the "DreamScape Sky Preview" window. This tool allows you to quickly review your sky settings in realtime.

Step 6

In the "Atmosphere Parameters" rollout, change the "Sky Density" to '5', the "Glow" value to '4', and the "H Scale" to '5000'.

Step 7

After that, change the "Haze Density" to '2', the "H Scale" to '200', and the "Brightness" value to '2'.

Step 8

In the "Clouds Parameters" rollout, change the "Clouds Type" to "Cirrus". Under the "Shape" group, change the "Detail" value to '16', the "Scale" to '0.25', the "Coverage" value to '0.8' and the "Sharpness" value to '0.5'.

Step 9

If you want to move the clouds around, you can do it in the "DreamScape Sky Preview" window. Click in the "Clouds Shape Preview", and holding the left mouse button, move the clouds and see the result in realtime. This affects the "Motion Offset" 'x' and 'y' parameters.

Step 10

Render the scene. If you want another result, you can play with all these settings until you get something you like.

Step 11

Next you will create the sea surface. Go to the "Create" panel, click the "Geometry" icon, and from the dropdown menu, select "DreamScape Objects", and add a "Sea Surface" in the viewport.

Step 12

Under the "Parameters" rollout, change the "Surface Type" to "Adaptive Mesh". This allows you to create a sea surface relative to your camera position and field of view (the sea surface that is nearest to the camera will be more detailed than the surface that is further away).

Step 13

Change the "Surface Width" to '400' and the "Surface Length" to '10000'.

Step 14

Under the "Adaptive Mesh" rollout, click the "Pick Camera" icon, and select the camera in the viewport.

Step 15

Under the "Waves" rollout, change the "Height Scale" to '0.7' and the "Choppy Waves" value to '1.3'.

Step 16

Open the "Material Editor", click the "Get Material" icon, and select "DreamScape: SeaMaterial" in the "Material Browser".

Step 17

In the "Material Editor", under the "DreamScape: SeaMaterial Parameters" rollout, set the "Sharpness" value to '10', change the "Sky Color Type" to "DreamScape Sky", and the "Underwater Color Type" to "DreamScape SubSurface".

Step 18

In the "Bump Map" slot, add a "DreamScape: Sea Bump" map to add more details to the waves. Assign this material to the "Sea Surface".

Step 19

Finally, in the "Time Configuration" panel, set the "FPS" to '25' . Turn on "Auto Key", and animate the "Sun" on the 'z' axis, from '800' at frame '0' to '600' at frame '100'. That's all, you can now render the animation.

Final Effect

Below you can see my final results. I hope you enjoyed this intro to Dreamscape in 3ds Max!

Make a 3d Umbrella in 3ds max.


3dsmax umbrella model tutorial22


Here I will show to make a 3d umbrella in 3ds max.

I have used following techniques in making of this tutorial.

[1]First create a sphere of radius 100 and 32 segments.

3dsmax umbrella model tutorial1

3dsmax umbrella model tutorial2

[2]Convert the sphere into hemisphere.

3dsmax umbrella model tutorial3

[3]Then convert it into editable poly.

3dsmax umbrella model tutorial4

[4]Then select the bottom polygon and delete it.

3dsmax umbrella model tutorial5

[5]Switch to edges mode and select the edges like this then hit on loop.

3dsmax umbrella model tutorial6

3dsmax umbrella model tutorial7

3dsmax umbrella model tutorial8

[6]All edges will select like this.

3dsmax umbrella model tutorial9

[7]Switch to the vertex mode and select the vertices like this.

3dsmax umbrella model tutorial10

3dsmax umbrella model tutorial11

[8]Select the scale and transform tool and adjust it like this.

3dsmax umbrella model tutorial12

[9]Switch to edges mode again select the edges and hit chamfers.

3dsmax umbrella model tutorial13

3dsmax umbrella model tutorial14

[10]Your image will look like this.

3dsmax umbrella model tutorial15

[11]Then add Mesh smooth to it.

3dsmax umbrella model tutorial16

3dsmax umbrella model tutorial17

[12]Create a line like this in the front view port of radius 2.

3dsmax umbrella model tutorial18

3dsmax umbrella model tutorial19

3dsmax umbrella model tutorial20

[13]Place your umbrella like this.

3dsmax umbrella model tutorial21

[14]This is your final image.

3dsmax umbrella model tutorial22

3d model chair max tutorial


3d-model-chair-max-tutorial28


Here I will teach you about 3d model chair max tutorial

[1]-First of all you will press (ctrl+N) now you will see the new window is open
Now click on the Geometry > Standard primitives and Using the following Setting
Create a cylinder in the front view
3d-model-chair-max-tutorial1

[2]-Now click on modifier window and applying bend modifier and use the following setting
3d-model-chair-max-tutorial2

[3]-Now object should be like this
3d-model-chair-max-tutorial3

[4]-Now select the cylinder hold the (shift) key and drag it and use the following setting
3d-model-chair-max-tutorial4

[5]-Now select the second cylinder and rotate the object with the help of (select and rotate tool)
After rotating the object now your image should be like this
3d-model-chair-max-tutorial5

[6]-Now select the cylinder hold the (shift) key and drag it and use the following setting
3d-model-chair-max-tutorial6

[7]-Now select the second cylinder and rotate the object with the help of (select and rotate tool)
After rotating the object now your image should be like this
3d-model-chair-max-tutorial7

[8]-Now click on the Geometry > Standard primitives and Using the following Setting
Create a cylinder in the top view
3d-model-chair-max-tutorial8

[9]-Now cylinder should be like this
3d-model-chair-max-tutorial9

[10]-Now click on modifier window and applying bend modifier and use the following setting
3d-model-chair-max-tutorial10

[11]-Now cylinder should be like this
3d-model-chair-max-tutorial11

[12]-Now cylinder should be like this in the front view
3d-model-chair-max-tutorial12

[13]-Now select the all cylinder hold the (shift) key and drag it and use the following setting
3d-model-chair-max-tutorial13

[14]-In the perspective now your image should be like this
3d-model-chair-max-tutorial14

[15]-Now click on the Geometry > Extended primitives and Using the following Setting
Create a Chamfer box in the top view
3d-model-chair-max-tutorial15

[16]-In the front now your image should be like this
3d-model-chair-max-tutorial16

[17]-Now click on modifier window and applying (FFD 3x 3x 3) modifier and use the following setting
Select the FFD modifier open the control point and select the centers point of the FFD modifier and drag into it
3d-model-chair-max-tutorial17

[18]-Now chair should be like this
3d-model-chair-max-tutorial18

[19]-Now click on the Geometry > Extended primitives and Using the following Setting
Create a Chamfer box in the top view
3d-model-chair-max-tutorial19

[20]-Now click on modifier window and applying (FFD 3x 3x 3) modifier and use the following setting
Select the FFD modifier open the control point and select the centers point of the FFD modifier and drag into it
Now chair should be like this
3d-model-chair-max-tutorial20

[21]-Now create a plane with use the following setting
3d-model-chair-max-tutorial21

[22]-Now create a plane with use the following setting
3d-model-chair-max-tutorial22

[23]-After create a plane now your image should be like this in the perspective
3d-model-chair-max-tutorial23

[24]-Now press the button (M) you will see the material window is open
Import a map like this and you can import the other maps and use a following setting
This material assign to the only two Chamfer boxes
3d-model-chair-max-tutorial24

[25]-Now create another material import a map like this and you can import the other maps and use a following setting
This material assign to the only wall plane
3d-model-chair-max-tutorial25

[26]-Now again create another material import a map like this and you can import the other maps and use a following setting
This material assign to the only bottom plane
3d-model-chair-max-tutorial26
[27]-Now create another material import a map like this and you can import the other maps and use a following setting
This material assign to the only pipe of the chairs
3d-model-chair-max-tutorial27

[28]-Now you will see the final image is ready press (f9) to see the preview of the image
3d-model-chair-max-tutorial28

Wednesday, November 18, 2009

Create an Awesome Exploding Glass Effect with Thinking Particles and 3ds Max


Step 1

Create a Cylinder and change the name to "Glass". Set the "Radius" to '7', the "Height" to '30', and the "Sides" to '6'.

Step 2

Move the cylinder to the coordinates: x = 0, y = 0, and z = 2.

Step 3

Add an "Edit poly" modifier. Click the "Polygon Selection" icon, and select the bottom polygon.

Step 4

In the "Edit Polygons" rollout, click the "Bevel Settings" button. Set the "Height" value to '1.8' and the "Outline Amount" value to '-1.5'. Press OK.

Step 5

With the bottom polygon selected, click the "Inset Settings" button, and set the "Inset Amount" to '1'. Press Ok.

Step 6

Select the top polygon and delete it.

Step 7

Add a "Tessellate" modifier. Set the "Tension" value to '0.0' and the "Iterations" to '2'.

Step 8

Add a "TurboSmooth" modifier. After that, add an "Optimize" modifier. Set the "Face Threshold" value to '0.02', the "Edge Threshold" value to '0', and the "Bias" value to '0.5'.

Step 9

Finally, add a "TurboSmooth" modifier again.

Step 10

ThinkingParticles 3 creates fragments based on surface edges. The idea is to create glass with random edges, but with a smooth surface. You can see a few examples in the screenshot below.

Step 11

Create another Cylinder, and change the name to "Bullet". Set the "Radius" to '1', the "Height" to '5', and the "Sides" to '12'.

Step 12

Convert this "Bullet" cylinder to an "Editable Poly", and model it out bullet using the following image as a reference:

Step 13

Press the 'A' key on the keyboard, to turn on "Angle Snaps", and rotate the "Bullet" by '90' degrees on the 'x' axis.

Step 14

Move the "Bullet" to the coordinates: x = 0, y = 100, and z = 15.

Step 15

Create a box for the ground, set the "Height" to '-2', and add more segments.

Step 16

Go to "Command panel > Create > Particle Systems > Thinking", and place a "ThinkingParticles 3" icon in the Viewport.

Step 17

Go to the "Modify" panel, and click "Properties" in the "Thinking" rollout (you can also use 'Alt + Shift + P' to open, and 'Alt + Shift + C' to close the "ThinkingParticles 3" user interface). In the "DynamicSet Tree" view, select "Master Dynamic". Disable "Edit on the fly" to see the changes in real time. Enable "Show Mesh" to see the particle shape.

Step 18

In the "Particle Group Tree" view, click the "Create" button, under "Master System". Name the group "Glass Particle", by clicking on the name "Group" twice (slowly). Create two other groups. Name the first group "Bullet Particle", and the second group "Fragments".

Step 19

Now you need to create a "Dynamic Set" to dictate what the particles do. In the "DynamicSet Tree" view, click the "Create" button, under "Master Dynamic", and name the new Dynamic Set "Generate".

Step 20

Highlight the "Generate" "DynamicSet", and then go to the right-hand side of the dialog, where you will see a new set of "Create" rollouts.

Step 21

Select the "Operators" icon, and then choose "Generator" from the drop down list. Select the "Obj. to Particle" node, to highlight it, then click in the schematic portion of the "Wire Setup" view, and add this node to your "DynamicSet".

Step 22

In the "Obj. to Particle" rollout (on the right portion that appears), click the "Pick Object" button, and select the "Glass" object in the viewport. From the drop down menu, select "Glass Particle" as your "Group", and enable "Instance Shape".

Step 23

Click the "Pick Object" button again, and select "Bullet". Then select "Bullet Particle" as your "Group", and enable "Instance Shape". The "Obj. to Particle" operator, turned the "Glass" and the "Bullet" into particles, so you can hide them now.

Step 24

Create a new "Dynamic Set" and change the name to "Bullet". In the "Create" panel, click the "Groups" icon, then add the "Bullet Particle" group, in the schematic portion of the "Wire Setup" view.

Step 25

Click the "Operators" icon, and from the drop down list, select "Dynamics". Add a "Force" operator, and set the "Strength" value to '300'. Connect the "Bullet Particle" group to the "Force" operator.

Step 26

You will notice that the bullet particle is moving in the wrong direction, so you need to change the direction vector. Click the "Helpers" icon, and add a "Point3" helper. Set the "Y-Value" to '-1'.

Step 27

Connect the "Vector" output of the "Point3" helper to the "Direction" input of the "Force" operator. Now the bullet is moving on the 'Y' axis.

Step 28

Click the "Operators" icon, and from the drop down list, select "Standard". Add a "Mass" operator, and change the "Mass" value to '300'. Connect the "Bullet Particle" group to the "Mass" operator.

Step 29

Create a new "Dynamic Set", and change the name to "Forces". In the "Create" panel, click the "Groups" icon. Add the "Glass Particle" group to your Dynamic Set.

Step 30

Click the "Operators" icon, and from the drop down list, select "Dynamics". Add a "Freeze" operator, near the "Glass Particle" group, and set the "Freezing" value to '100'. Connect the "Freeze" operator to the "Glass Particle" group.

Step 31

Add the "Fragments" group to your Dynamic Set. Click the "Operators" icon, and from the drop down list, select "Dynamics". Add a "Force" operator, and change the "Strength" value to '-30'. Connect the "Force" operator to the "Fragments" group. This will act like a gravity force for the particles.

Step 32

Create a new "Dynamic Set" and change the name to "Fragments". In the "Create" panel, click the "Groups" icon. Add the "Glass Particle" group to your Dynamic Set. Click the "Operators" icon, and from the drop down list, select "Shape". Add a "Fragment" operator, near the "Glass Particle" group.

Step 33

To create the fragmentation effect, you need to animate the "Threshold" value in the "Fragment" operator rollout, so turn on "Auto Key". Go to frame '15' and change the "Threshold" value to '0.25'. After that, go to frame '14' and change the "Threshold" value to '1'. Don't forget to turn off "Auto Key" when you are finished.

Step 34

Change the "Fragment Count" to '100', the "Sorting Type" to "Top > Bottom", increase "Life Span", change the "Speed" value to '0', and set the "Thickness" to '1.5'. Connect the "Glass Particle" group to the "Fragment" operator.

Step 35

Click the "Operators" icon, and from the drop down list, select "Standard". Add a "Group" operator, and select "Fragments" as your "Group". Connect the "*Born Particle" output of the "Fragment" operator to the "Particle" input of the "Group" operator. This operator is used to transfer the glass pieces into the "Fragments" group.

Step 36

Create a new "Dynamic Set", and change the name to "Collisions". In the "Create" panel, click the "Operators" icon, and from the drop down list, select "Dynamics". Add a "Shape Collision" operator, and select "All" as your "Particle Group". Change the "Floor Voxel Grid" to '20', to get more realistic simulations.

Step 37

Click the "Helpers" icon and add a "Node" helper, then click the "Pick Node" button and select the "Ground" object. Connect the "Node" output of the "Node" helper to the "Floor Node" input of the "Shape Collision" operator. Play back the animation. The particles should collide with each other, and with the "Ground".

Step 38

To add materials to the "glass" and the "bullet" particles, create a new "Dynamic Set" and change the name to "Materials". Add to this "Dynamic Set" the "Glass Particle" and the "Bullet Particle" groups. Click the "Operators" icon, and from the drop down list, select "Material". Add two "Shape Material" operators. Connect the first with the "Glass Particle" group and the second with the "Bullet Particle" group.

Step 39

Create a glass material. Because I used "Default Scanline Renderer" for this scene, I created a "Raytrace" glass material, but you can use any materials or render engine you want. Drag and drop this material into the "Shape Material" slot. Do the same thing with the bullet material.

Step 40

If you are using the "Default Scanline Renderer", you can an apply image motion blur effect directly to the ThinkingParticle icon. If you want to apply different motion blur effects to the particles, select "Master Dynamic", in the TP3 user interface, and enable "Groups as Objects". Now you can select the ThinkingParticles groups, as objects in the viewport.

Step 41

Select the "Fragments" group in the viewport, and apply an image motion blur effect with a "Multiplier" value of '0.25'. Do the same thing with the "Bullet Particle" group, but set the "Multiplier" value to '1'.

Step 42

Make sure the image motion blur effect is enabled!

Step 43

Create some lights to illuminate your scene.

Step 44

To create the camera shaking effect, add a "Noise" modifier to the camera. Change the noise type to "Fractal", enable "Animate Noise", and change the "Frequency" value to '20'.

Step 45

Click the "Auto Key" button and, when the bullet is near the camera, set the "Strength" value to '0.3' for all the three axes. Go back 5 frames, and forward 5 frames, and set the "Strength" value to '0'. Turn off "Auto Key".

Step 46

Finally, create a reflexive material for the "Ground" object, and add an image for your background. If you want to obtain a different fragmentation effect, you can move the glass object on the 'x' axis, until you get something you like.

Final Effect

I hope you enjoyed this tutorial. Below you can see my final results.

3dsmax 3d couch model tutorial.


3dsmax-3d-couch-model-tutorial26

Hello guys I will show how create a 3dsmax 3d couch model tutorial.
I have used following techniques shown below in this 3ds max tutorial.

[1]-Click on the chamfer box button and create chamfer box with the following size
Place like me
3dsmax-3d-couch-model-tutorial1

3dsmax-3d-couch-model-tutorial2

[2]-Apply the FFD 3×3x3 and select the control point
Drag the control point like me
3dsmax-3d-couch-model-tutorial3

3dsmax-3d-couch-model-tutorial4

[3]-Your object should like this
3dsmax-3d-couch-model-tutorial5

[4]-Create box and convert into the editable poly and now select the vertex
Now drag like me
3dsmax-3d-couch-model-tutorial6

3dsmax-3d-couch-model-tutorial7

3dsmax-3d-couch-model-tutorial8

[5]-Create one more copy and plae like me
3dsmax-3d-couch-model-tutorial9

[6]-Then apply the turbo smooth 2.0
3dsmax-3d-couch-model-tutorial10

3dsmax-3d-couch-model-tutorial11

[7]-Now create another chamfer box and place like me
3dsmax-3d-couch-model-tutorial12

3dsmax-3d-couch-model-tutorial13

[8]-Create three more chamfer box and place like me
3dsmax-3d-couch-model-tutorial14

3dsmax-3d-couch-model-tutorial15

[9]-Create two chamfer box and apply the bend modifier with the good following amount as shown below
3dsmax-3d-couch-model-tutorial16

3dsmax-3d-couch-model-tutorial17

3dsmax-3d-couch-model-tutorial18

[10]-Create one more chamfer box and place like me
3dsmax-3d-couch-model-tutorial16

3dsmax-3d-couch-model-tutorial17

3dsmax-3d-couch-model-tutorial18

3dsmax-3d-couch-model-tutorial19

[11]-Select the polygons in the bottom view port now apply the bevel polygons with the good following amount as shown below
3dsmax-3d-couch-model-tutorial20

3dsmax-3d-couch-model-tutorial21

[12]-Now your object so far like this
3dsmax-3d-couch-model-tutorial22

[13]-Create materiallike this
3dsmax-3d-couch-model-tutorial23

[14]-Set the skylight like this with the good following parameter as shown below
3dsmax-3d-couch-model-tutorial24

3dsmax-3d-couch-model-tutorial25

[15]-This is my final image
3dsmax-3d-couch-model-tutorial26

3dsmax 3d big pipe model tutorial.


3dsmax-3d-big-pipe-model-tutorial12

Hello guys I will show how create a 3dsmax 3d big pipe model tutorial.
I have used following techniques shown below in this 3ds max tutorial.

[1]-Click on the Cylinder button and create cylinder with the following size
Place like me
3dsmax-3d-big-pipe-model-tutorial1

3dsmax-3d-big-pipe-model-tutorial2

[2]-Create four more cylinders and place like me
3dsmax-3d-big-pipe-model-tutorial3

3dsmax-3d-big-pipe-model-tutorial4

[3]-Create NGon with the following size and apply the extrude modifier with the amount of 8.5
3dsmax-3d-big-pipe-model-tutorial5

3dsmax-3d-big-pipe-model-tutorial6

[4]-Place the NGon like me
3dsmax-3d-big-pipe-model-tutorial7

[5]-Similarly create other NGon as using above setting now place like me
3dsmax-3d-big-pipe-model-tutorial8

[6]-This is my material plaette and create materials like me
3dsmax-3d-big-pipe-model-tutorial9

[7]-Set the skylight like this with the following parameter
3dsmax-3d-big-pipe-model-tutorial10

3dsmax-3d-big-pipe-model-tutorial11

[13]-This is the final big pipe image are you looking for it
3dsmax-3d-big-pipe-model-tutorial12


3dsmax 3d under construction board model tutorial.



3dsmax-3d-under-construction-board-model-tutorial18

Hello guys I will show how create a 3dsmax 3d under construction board model tutorial.
I have used following techniques shown below in this 3ds max tutorial.

[1]-Click on the box button and create two boxes with the following size
Place like me
3dsmax-3d-under-construction-board-model-tutorial1

3dsmax-3d-under-construction-board-model-tutorial2

[2]-Select the single box now convert into the editable poly
Select the vertex and now drag the vertexes like this
3dsmax-3d-under-construction-board-model-tutorial3

3dsmax-3d-under-construction-board-model-tutorial4

[3]-Select the polygon and apply the extrude polygons with the amount of 97.33
3dsmax-3d-under-construction-board-model-tutorial6

3dsmax-3d-under-construction-board-model-tutorial7

[4]-Your object should like this
3dsmax-3d-under-construction-board-model-tutorial8

[5]-Create one more copy and place like me
3dsmax-3d-under-construction-board-model-tutorial9

[6]-Create box and palce like me
3dsmax-3d-under-construction-board-model-tutorial10

[7]-Create shape with the help of line and apply the extrude polygons with the 15.0
3dsmax-3d-under-construction-board-model-tutorial11

3dsmax-3d-under-construction-board-model-tutorial12

3dsmax-3d-under-construction-board-model-tutorial13

[8]-Create more boxes and place like this
3dsmax-3d-under-construction-board-model-tutorial14

[9]-Create material like this
3dsmax-3d-under-construction-board-model-tutorial15

[10]-Set the skylight like this with the following parameter
3dsmax-3d-under-construction-board-model-tutorial16

3dsmax-3d-under-construction-board-model-tutorial17

[11]-This is final image of under construction board
Enjoy thanks for watching plz post comment
3dsmax-3d-under-construction-board-model-tutorial18

 

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