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Hi all
show user profile  yossioren113
Hey everyone im trying to find on the internet some tutorial to model a 3d wakk that will look like that :
does someone know any tutorial that will help me??
thank alot!!
read 392 times
5/27/2013 1:08:08 PM (last edit: 5/27/2013 1:08:08 PM)
show user profile  LionDebt
Not a tutorial. But look into and learn about Displacement maps.
read 386 times
5/27/2013 1:19:00 PM (last edit: 5/27/2013 1:19:00 PM)
show user profile  yossioren113
hey i know how to to do this with displace .. but ti want to model it becouse its gonna be with light holes and stuff ..
read 327 times
5/28/2013 3:05:36 AM (last edit: 5/28/2013 3:05:36 AM)
show user profile  herfst1
Displace + alpha then. Modelling it accurately is overkill. Zbrush, standard brush (with rgb and add turned on) will create the displacement map 2 seconds, then work with PS to try and create an alpha from the displacement using levels.
read 324 times
5/28/2013 3:13:23 AM (last edit: 5/28/2013 3:13:23 AM)
show user profile  luxxeon
I can understand wanting to model this, especially as an exercise in practice.

The detail you can attain will depend on how powerful your machine is. Does it need to be round? Try this and see if it doesn't get results like you want. Could be applied to any shape really:

Create a cube with 50x50x50 segments (or less, if you don't need ultra high detail), then turn to edit poly. Then, go to the Poly modeling ribbon, and choose "Generate Topology". From the rollout, select "skin". It will retopologize the quads into a voronoi skin-like pattern. Select all faces, Inset as much as you can before the edges begin to overlap, delete the inset faces, leaving you with a "lattice" of voronoi edges. Apply a shell modifier for thickness, and ... if your machine can handle it... a turbosmooth or meshsmooth modifier if desired. This will give you a porous object, very similar to the one you pointed to.

My Youtube Video Tutorials:
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5/28/2013 3:22:13 AM (last edit: 5/28/2013 3:22:13 AM)
show user profile  yossioren113
thank yo all!
luxxeon thanks.. it realy help me to get the thing that i want!!
apriciete that!

read 308 times
5/28/2013 4:06:13 AM (last edit: 5/28/2013 4:06:13 AM)
show user profile  luxxeon
yossioren113, glad it helped. There's many other ways to model that kind of structure as well. Look into Maxscripting to get even deeper into generative and iterative modeling functions in Max. You might be amazed at what is actually possible with the procedural way Max handles complex polygon shapes. Max isn't really known to be an organic modeling software for structures like this, but over the years, I've come to realize that its parametric nature makes it perfectly suitable for creating very high level mathematical manifolds. With the advent of 3D printing, and the development of organic infrastructure in the Arch/Viz world, I can see why this kind of thing could need to be modeled, and not simply faked with displacement or opacity maps.

You might also like to check out some Maxscript plugins called "Mathsurf 2" and Ali Torabi's amazing "Parametric Array" for 3dsmax. Also look into how Pflow can help, by using geometry as particles. Just make sure you are running 64 bit version of Max, with plenty of Ram and CPU horsepower if you plan on getting into such complex high res modeling.

My Youtube Video Tutorials:
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5/28/2013 5:02:09 AM (last edit: 5/28/2013 5:03:55 AM)
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