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Speedmodelling 2014 - Soap Bubbles
show user profile  ScotlandDave
---------- The following text is loosely based on Sir_Manfred`s previous 2011 Speedmodeling thread ( link ) which was copied from StevegeK's previous Speedmodelling threads ----------


Speedmodeling is a challenge where you have to model something quickly, normally within a time limit.

Challenge - Soap Bubbles

The task here is to create soap bubbles. You can do as much or as little as you want. If you want to just attempt to create the shape/mesh and do a clay render that`s fine. If you want to concentrate on shaders/lighting that`s fine. As long as you do something.

Bubbles are also really subjective, you could aim for really frothy ones, simple spherical ones with a focus on shaders, bubbly bubbles, focus on interesting bubbles geometry, etc etc - again, it is entirely up to yourself, as long as you have a bash at the subject!

I got the idea from a thread over at CGTalk, someone posted asking how to create soap bubbles. It`s an interesting challenge both from modelling and the shading/lighting/rendering perspective.

Quick References


Anywhere from ten minutes to a couple of hours - it`s up to yourself.


Renders, screengrabs, whatever - anything is considered acceptable.

A Note From Our Sponsor

No cabbages were harmed in the making of this forum post.

Have fun!

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read 1275 times
11/5/2014 10:41:49 AM (last edit: 11/5/2014 10:41:49 AM)
show user profile  ScotlandDave
Here`s what i came up with last night ( was Cinema4D but doesn`t matter ):

Basically a couple of voronoi noise shaders layered inside displacement and some fun with transparency/reflection settings inside a random hdri environment.

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read 1269 times
11/5/2014 10:44:07 AM (last edit: 11/5/2014 10:44:22 AM)
show user profile  BishBashRoss
Looks good. My experience with this is you can get good a pretty good result fairly quickly with shaders and stuff but figuring out a way to create the internal structure of a group of bubbles or foam becomes much more tricky.

I imagine producing something with particles would be both very difficult and end up with a crazy high poly mesh. Modelling too, even a small group of bubbles seems very tricky as you can't connect two bubbles together without manually modelling the thickness of the bubbles.

I'd love to see somebody prove me wrong and create something along these lines.


I wonder if you could use garps fracture voronoi script as a starting point, place particles along the surfaces and then mesh. I guess that could get you so far but then how would you round off the outer bubbles and yeah your going to need a ton of particles I guess.

read 1246 times
11/5/2014 11:50:49 AM (last edit: 11/5/2014 11:57:24 AM)
show user profile  ScotlandDave
All true BishBash - and so the question is do you create something that `looks` okay or something more physically correct. It`s amazingly deceptive! For mine i played with basically duplicating the mesh with an inverted version of the displacement for the internals of the structure so might do a couple of renders of that too.

Starting from a voronoi geometry fracture yeah is probably the way to go for more structural realism. Meshing particles on the surface of the fractures geom, meshing a particle cloud generated from noise shader ( c4d has 3 or 4 different voronoi types built into its noise shader i don`t remember is max has a voronoi shader tbh ), or maybe booleaning the fracture from another object - things could get interesting..

Be interesting to see what ( if they bother ) people come up with..

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read 1234 times
11/5/2014 12:06:19 PM (last edit: 11/5/2014 12:12:21 PM)
show user profile  ScotlandDave
No one having a go at this at all? Where`s all the Maxforums enthusiasm gone?

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read 1148 times
11/7/2014 12:05:06 PM (last edit: 11/7/2014 12:05:06 PM)
show user profile  Dave
My enthusiasm is there, I'd love to do some stuff in unity for this but it will be the opposite of "speed" modelling for me. I know that if I sat down to do it I'd lose about 6 hours, I'd love every second of it don't get me wrong... but I have limited spare time these days, time that I'd rather spend with my brain switched off and playing games.

It's on my to-do list though. Maybe if I finish my work early today (hah!) then I'll give it a go.

"I flew over Egypt once"

read 1145 times
11/7/2014 12:16:53 PM (last edit: 11/7/2014 12:17:25 PM)
show user profile  FX
All work and no play for me too, so downtime is as much switching off as possible, currently mountain-biking, womanizing, and drinking to excess. :)
I miss this creative approach tho', used to love it, my head and eyes are v-v-tired.

read 1138 times
11/7/2014 12:48:43 PM (last edit: 11/7/2014 12:49:30 PM)
show user profile  herfst1
Actually I did have a go but it didn't work for me.

My idea was to use cloth. Create spheres, add cloth, set preset to rubber with a pressure of 200% and have them collide into one another. Trouble is that they don't recognise each other and collide. :(

My next idea was to use reactor, rigid body and do the same type of process but I don't know how to get it to work (the pressure thing). Maybe using a space warp, like a bomb inside each bubble... but that's a wee bit of fucking overkill methinks.
read 1122 times
11/7/2014 2:56:23 PM (last edit: 11/7/2014 2:56:23 PM)
show user profile  ScotlandDave
It is a tough one.. Also is something you`d probably never have to do in your entire career in 3d :)

If you get time chaps, give it a bash..

I`ll maybe try another more straightforward challenge after this and try and get the ball rolling. It`s always been fun doing these on MF and seeing what people come up with..

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read 1118 times
11/7/2014 3:17:41 PM (last edit: 11/7/2014 3:17:41 PM)
show user profile  Dave
I failed pretty bad. I had all these grand ideas but as simple as they were... it turns out I am simpler.

So this is what I did instead:

and the terribad particle system. My solution for the oscillation was to just bump up its size over time in a zig-zag curve. Didn't quite turn out how I imagined. A gloopy animated sphere mesh might have looked cool... but I couldn't even get the shader right so I just gave up on all of it like the quitter I am.

"I flew over Egypt once"

read 1097 times
11/7/2014 11:02:26 PM (last edit: 11/7/2014 11:06:10 PM)
show user profile  Dave
I still couldn't work out the shader stuff... but I did go back to the particle behaviour.

Fucking bubbles.

"I flew over Egypt once"

read 1076 times
11/8/2014 3:31:21 AM (last edit: 11/8/2014 3:31:21 AM)
show user profile  ScotlandDave
Those are looking good Dave the particle motion definitely brings them to life.. I like the angle of the first video too pretty interesting 'travelling through' the bubbles feel to that.. Interestingly i never actually thought of doing underwater bubbles :)

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read 1060 times
11/8/2014 1:10:05 PM (last edit: 11/8/2014 1:10:05 PM)
show user profile  LionDebt

All I can think of when I see or go into this thread.

Also, bit misleading for speed modelling - as it's mostly material / shader work / hdri environment :p
read 1050 times
11/8/2014 2:27:48 PM (last edit: 11/8/2014 2:28:12 PM)
show user profile  mrgrotey
Not sure bubbles can 'pop' under water :s


read 1042 times
11/8/2014 4:05:00 PM (last edit: 11/8/2014 6:40:45 PM)
show user profile  ScotlandDave
You`re right LionDerp it`s a bit more than just modelling..

Next one will be simpler i think.

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read 1040 times
11/8/2014 5:09:09 PM (last edit: 11/8/2014 5:09:09 PM)
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