Generating Terrain Geometry in 3ds Max

So we’ve all had the chance of seen hundreds if not thousands of cases of those awe inspiring renders that look amazing showing off mountains, rivers and nature. Well the moment you realize that you are looking at a CG image is the moment that you realize that someone had to do the terrain for that render. And if that doesn’t sound like something that you would ever need just think about the fact that if you happen to work on a architectural project you are bound to end up with the need to model the terrain surrounding your base model.

Modeling terrain in 3ds Max is not a very complicated thing, but if you have never done it before it might pose a bit of a challenge. In the following video you will see how to take an image and from it extrapolate the isohypse lines that define the contours of the terrain. From there we will see how to generate terrain from those lines in 3ds Max, and then how to better control the geometry and making it all quads.

Oh and one more thing, this is for those of you who are still reading this and haven’t simply jumped off to the video to see what’s going on there. Even if you know how the terrain compound object works, make sure you check out the last 3 or so minutes of the video you can see how to generate terrain by using a plugin called Splineland. This plugin is amazing for someone that is doing this on a daily basis, and can afford to spend the cash to buy it. I only scratched the surface with this tutorial about it but i might make a more detailed one in the future covering more about it.

So without making this any longer then it should be, check out the video so you can see what i was talking about.

In case you would want to follow along with the same image that i used feel free and get it from here, or you can get one from Google.
Generating Terrain

Having said all that i hope you guys learned something in the the process of watching this and you also enjoyed it. If that is the case then subscribe to the YouTube channel, share it around, like and help spread the word around.

Modeling a bed with 3ds Max and Marvelous Designer

OK so here we go again this week with another tutorial covering Marvelous Designer following last week’s pillow tutorials. I had a few people messaging me and asking me to make a few more tutorials about Marvelous Designer, more notably how to make a bed with wrinkled cloth simulations? Well i took some time and made these two videos that initially were supposed to be one video, but i kinda like to keep them in the range of 20-30 min so it ended up as two.

In the first part of the video you will see how i modeled the base for the cloth simulations in 3ds Max, then how to export it out so we can reuse that same model as an avatar in Marvelous Designer. In this video you can see how to model the side skirts of the bed, how to make it so it’s wrinkled opposed to being flat and boring and also how to add the lower part of the wrinkles that is even more detailed. If you are interested in that check out the first part of the videos.

In the second part of the video we will continue where we left off in the first one and starting modeling the rest of the bed. We are gonna take a look at how to model a nice looking sheet covering the mattress, then continue and show you how to swap avatars, then over to modeling the pillow and placing it into position and at the end go down to modeling the blanket. After all of the elements are modeled we are going to take them and export them out and re import them back in 3ds Max and deal with the scaling issue. So instead of me explaining on what’s in the video have a look for yourself.

Now while i was making the video i didn’t notice it right away, but once it was made i did see that my blanket did come out a tad bit too short, so if you are modeling your version by following this tutorial feel free and make it longer.

So i think this should cover the basics on how to make a simple bed with 3ds max and Marvelous Designer, but don’t be fooled by the simplicity of our model here, if you use the same techniques that i used to make this model you can create multiple high detailed, interesting looking models as well.

If you guys have any questions about anything that was shown in the video feel free to ask in the comments below, or if there is anything that you would like to see a video of how to make it do write it down in the comments and i just might make a video about it if my time allows for it.

Having said all that i hope you guys learned something in the the process of watching this and you also enjoyed it. If that is the case then subscribe to the YouTube channel, share it around, like and help spread the word around.

Modeling a Pillow in 3ds Max and Marvelous Designer

Working as a interior decorator, or even as a freelancer you are bound to get a project that will be about modeling a room interior. One of the things that rooms always tend to have is a bed, or some kind of a sofa and some pillows on top of it. Well in today post i want to show you guys how you can model three different pillows, where the three will be with a different level of details depending on your need for complexity. This will be broken into two videos in which you can see how to model the low and medium detail pillows in 3ds Max while for the higher detail pillow we will go into Marvelous Designer.

In the first video you can see how to model the low and medium detail pillows, as well as how to put in some piping. So enjoy the first video and then check out the second one.

So if you have seen the first video you can now continue with the second one and see how you can make a high detailed pillow in Marvelous Designer that can fit into any scene that you might have, and the more important thing is that since we will be working in Marvelous Designer the model will actually be a simulated cloth which should behave like a realistic pillow would. So enough with my rant, enjoy the second video as well.

If you are still reading this you either saw both of the videos and came back to comment on something or ask a question in which case i salute you, or you didn’t watch the videos and you should feel bad, naah actually you shouldn’t feel bad you should just watch the videos 🙂

Having said all that i hope you guys learned something by watching this and you also enjoyed it. If that is the case then subscribe to the YouTube channel, share it around, like and help spread the word around.

Starting With V-Ray Part 6, Cleaning up Noise

Ok so here we go with the 6th part of the Starting With V-Ray series, in this post and video we’ll see how to deal with noise that we get when we use V-Ray. First thing that i want to explain though is the answer to the question What is noise ?

Well noise is basically manifestation of the lack of information in certain elements of the render, and noise is the best guideline that can help you focus your attention towards specific areas, that is though if you know what to look for.

In the video you will be able to see how to setup the Antialiasing to get a faster and noisier scene, but at the same time how to work with V-Ray passes and define where that noise is coming from and cleaning it up and leaving you with a nice looking render. So if this is something that you want to see how it’s done check out the video.

With this video we are wrapping up the basics of V-Ray so I really hope that you enjoyed this video series and if you have any questions feel free to leave them as a comment either here or on the YouTube channel. Also if you enjoyed this post then subscribe to the YouTube channel, share it around or like it and help spread the word around.

Starting With V-Ray Part 5, Global Illumination (GI)

In this fifth installment of the Starting With V-Ray series we are going to go and try to tackle the GI or the global illumination, and try to explain how it works. One of the more important things that you need to understand if you are working with V-Ray is how to get the GI to work correctly, and that is why i went ahead and did a little theory intro at the start of the video so you can better understand the fundamentals of the GI. But as they say a picture paints a thousand words, so i’ll do one better and i’ll leave you with the video instead of just a picture.

I really hope that you enjoyed this video as well and if you have any questions feel free to leave them as a comment either here or on the YouTube channel. Also if you enjoyed this post then subscribe to the YouTube channel, share it around or like it and help spread the word around.

Starting with V-Ray Part-4, Understanding Color Correction

OK so here we go with the fourth part of the Starting With V-Ray series. In this part we will get to see how the Color Correction works within V-Ray. We will see what are the differences between using Linear Color Correction, Exponential, HSV Exponential as well a Reinhard color correction type. We will also see what do the Bright and Dark multipliers control as well as the Burn value for Reinhard. So without making this intro any longer than it should be i’ll leave you here with the video.

I really hope that you enjoyed this video as well and if you have any questions feel free to leave them as a comment either here or on the YouTube channel. Also if you enjoyed this post then subscribe to the YouTube channel, share it around or like it and help spread the word around.

That’s all for now and remember, stay hungry for more knowledge as that is how you get to improve.

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