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How does one model goldleaf or caligraphy...kinda like this?
show user profile  Spear Chuck
I don't suppose anyone would care to record a tutorial for me, please.

Do I use the line tool to make stem like veins then use connect with neighboring segments?
read 543 times
9/6/2014 3:56:58 AM (last edit: 9/6/2014 4:00:44 AM)
show user profile  9krausec
zBrush would probably be your best bet.

- Portfolio-

read 540 times
9/6/2014 4:05:54 AM (last edit: 9/6/2014 4:05:54 AM)
show user profile  Spear Chuck
What about using lattice and then the Freeform brush tools?


read 538 times
9/6/2014 4:10:29 AM (last edit: 9/6/2014 4:27:09 AM)
show user profile  Error404
If you have vray, you could use a height map and a displacement, then raise the water level slightly to cut out the border of the shape. -

read 524 times
9/6/2014 5:35:16 AM (last edit: 9/6/2014 5:35:48 AM)
show user profile  herfst1
Splines motherfucker!
read 510 times
9/6/2014 7:59:10 AM (last edit: 9/6/2014 7:59:10 AM)
show user profile  Spear Chuck
Thanks Denial, I'll study that. I just watched Oblivion and marveled at the CG.
read 501 times
9/6/2014 12:33:20 PM (last edit: 9/6/2014 12:33:20 PM)
show user profile  ScotlandDave
There was a great tutorial posted on here 2/3 years ago but i can`t find it. Sure it was via evermotion or something. The guy models a really ornate picture frame using poly modelling..

That`s how i`d do it personally, start with a box/polygon, get the profile looking more or less right and then start shift-dragging the leading edgeloop out and rotating/scaling/adjusting as you go.

Website | Blog | Contact | Vimeo

read 497 times
9/6/2014 12:53:39 PM (last edit: 9/6/2014 12:54:20 PM)
show user profile  FX
Just model em, extrude along spline should get you pretty much there with the base curls/shapes as it allows you to taper the ends.

Make an accurate layout using splines..add a box with enough divisions to handle the extrude paths, and use the splines to guide the mesh.

For more control use lofted splines, drop the shape steps to 0 or 1, use scale deformation, twist, bevel etc to get the basic shapes, model the extra details and use turbo-smooth on the result.

Lofted splines will give you tons more tweak options than extrude along spline.

edit: Modo Mesh-fusion would be cool to blend all your finished curls together.

read 494 times
9/6/2014 1:16:54 PM (last edit: 9/6/2014 1:19:18 PM)
show user profile  BishBashRoss

Yeah, was gonna post that but got distracted. :)

Modeling a classic mirror from Austris CIngulis on Vimeo.

read 494 times
9/6/2014 1:19:52 PM (last edit: 9/6/2014 1:19:52 PM)
show user profile  Spear Chuck
Thanks kicks in at 13:30
read 490 times
9/6/2014 2:08:59 PM (last edit: 9/6/2014 2:08:59 PM)
show user profile  digital3ds
+ 1 splines

- Mike Sawicki

read 456 times
9/6/2014 8:53:32 PM (last edit: 9/6/2014 8:53:45 PM)
show user profile  3Ddeath
I've done a crazy mirror thing before with very limited time on it, basically just rough outlined the poly shapes to flow better with it than zbrushed the living hell out of it using the alpha of the image to cut out the shape, not accurate but looked very convincing!

Portfolio Site
read 450 times
9/6/2014 10:13:31 PM (last edit: 9/6/2014 10:13:31 PM)
show user profile  Spear Chuck
This looks pretty sharp, 3Dd:

read 448 times
9/6/2014 10:20:16 PM (last edit: 9/6/2014 10:20:16 PM)
show user profile  3Ddeath
Ah yes, that's the one :)

Portfolio Site
read 441 times
9/7/2014 12:41:16 AM (last edit: 9/7/2014 12:41:16 AM)
show user profile  luxxeon
You don't really need Zbrush for stuff like that. Splines, as mentioned are the best way to start it, then it's just simple poly modeling afterwards. Will it take more time than simply using Zbrush? Maybe. But depends on your skill level. You won't need to retopologize the results, so it could save time in the end.

There's some tutorials on Youtube, mostly by some architectural Russian modelers, showing how to get these kinds of ornamental designs in very little time. Here's one:


My Youtube Video Tutorials:
read 438 times
9/7/2014 1:19:01 AM (last edit: 9/7/2014 1:19:43 AM)
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