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Quick fix for wrinkles ?
show user profile  FX
Anyone know of a quick (ie: NOT poly modelling or zBrush or using Vray displacement mod) to get reasonably realistic crinkles in plastic bags ? sharp edged crisp packet type wrinkles.

I've tried a ton of shaders in Max with the standard displace mod, but nothing looks half decent, I always fall back on using good old noise even though the results are too rounded.

The bag is shelled (0.5mm) so the refraction looks right, using standard displace mod on a thin shelled mesh seems to wack the mesh out of shape in certain areas causing overlaps and black faces.

read 475 times
8/12/2016 5:24:41 PM (last edit: 8/12/2016 5:24:41 PM)
show user profile  chillywilson
just paint deform it.

I think what you have is ok, but your render settings and materials needs work, the light hitting your clear objects are creating awkward fake plastic look
read 464 times
8/12/2016 7:08:31 PM (last edit: 8/12/2016 7:08:31 PM)
show user profile  FX
Nah, if I was going to paint the details I'd use zBrush, can't sculpt without remesher, I was looking for a procedural way of doing it.

...the transparent objects *are* cheap plastic, could be the denoiser effect, I overlaid the denoise pass on the RGB and gave it around's only really a preview render.
read 456 times
8/12/2016 7:30:03 PM (last edit: 8/12/2016 7:30:03 PM)
show user profile  9krausec
Couldn't you create a 2d projected gradient ramp (for wrinkle falloff) and then for the inner gradient color pipe in a 2d projected noise attribute, tile it/deform it to look like wrinkles (black and white of course), then create a plane UV projection and link that 2d projected gradient to the UV projection exclusively?



Then I'd just displace off that map. Not the best precision, but might work.

- Portfolio-

read 438 times
8/12/2016 11:16:52 PM (last edit: 8/12/2016 11:33:26 PM)
show user profile  HANZZ
Here's a simple process.
Make the bag object in relatively low rez (10x10).
Push around verts randomly.
Push around verts some more (not much just here and there)
Slap a multirez on it, and see how it looks.
If that doesn't look good, then throw a noise on it with a small size and ramp up the x/y/z size a bit until it breaks up the surface sharply. Should work.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 388 times
8/15/2016 12:50:30 AM (last edit: 8/15/2016 12:50:30 AM)
show user profile  9krausec
Yeah. Best bet would be a to mess with the mesh I think as Hanzz suggested. Doesn't 3ds have a paint option to deform a mesh? Just push, pull and call it a day.

- Portfolio-

read 386 times
8/15/2016 2:36:03 AM (last edit: 8/15/2016 2:36:03 AM)
show user profile  FX
Hmm, I was looking of a more procedural way to generate them without messing up the UV's, or a noise algorithm that's less smooth / rounded than the default one in Max, something I could work with after texturing.

@9krausec:, yup that's more the effect I was going for, should work out fine using multiple noise generators, a few of those and some random soft selections should do it.

There are a ton of zBrush wrinkle alphas kicking around, should fit the bill nicely.


read 379 times
8/15/2016 11:14:05 AM (last edit: 8/15/2016 11:14:05 AM)
show user profile  FX
Anyway it's done, contest entry, small fee, not worth any more effort.

read 375 times
8/15/2016 11:55:55 AM (last edit: 8/15/2016 11:56:53 AM)
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