Creating Welding and modeling with OpenSubDiv in 3ds Max

In today’s post we are still sticking to modeling techniques, but this time around i went ahead and made the post about a certain something instead of a general terminology. Namely i made it about how to model intersecting welded geometry. This is something that you can see in many, many models out there that are made out of pipes of some sort, and even though the welding is an integral part of the model a lot of modelers skip it. Now i will say it right off the start that it’s not rocket science, but if you have never done it then it’s a good thing to see how it’s done.

So in the video below we will see two different types of modeling and welding. In the first case we will see how to take two circular pipes, mash them together and make the welding where they touch. After that is made we are going to continue with the second example in which we will have a rectangular bar come into a circular pipe and meld into it’s shape, and again we will apply the same welding mark as we used in the first case. So if that is something that might interest you then check out the video below.

After the video about the welding, and pretty much the rest of the videos i did in the Modeling Techniques category you could have noticed that i used the Turbosmooth modifier to get the smooth geometry and support edges to control the sharpness of the edges. Well there is another option, or another way that you can model and that is by using the OpenSubDiv modifier. The main difference between Turbosmooth and OpenSubDiv is that by taking the second choice we don’t have to add additional geometry to our model but instead control the edge flow with creasing. The major advantage of this method is that it won’t screw up your UVW unwrap. Now It does sound a bit weird and complicated when you hear about it, but in all honesty it’s a pretty easy and straight forward process that is really not that hard to understand. So check out the second video to see how to use the OpenSubDiv modifier.

With that we are putting a cap on our post and calling it done. I hope you guys enjoyed the video, had fun and most importantly learned something new down the line. So don’t forget to subscribe, like and share and come back for more.

3ds Max Basic Modeling Techniques

Following last week’s post 3ds Max Basic Modeling and the very positive feedback i got about that video, naturally i got plenty of messages asking me to make more videos like it. Today’s post is all about that request, but right at the start i have to say that i was not really expecting the video (in this case it ended up being two videos) to be so on the long side. My initial idea was that i can make a general modeling tutorial, squish a bunch of information in another 20-30 min video and call it a day … boy was i wrong.

As soon as i started recording the video i actually came to the realization that trying to put all sorts of modeling tricks and tips in a single video would be impossible, unless that video is hours and hours long. Well since i highly doubt that anyone would like to sit and watch a video that long, i decided to split it into two videos and cover a certain area of modeling.

I will not stop making videos like these though, on the contrary. In the future i will continue making more geometry modeling tutorials, but i will pair them with another video in which i will show you an example of where you would use those techniques, as a sort of a filler explanation video. But enough with the intro chit chat and lets jump down to the actual videos.

In the first video i decided to take the road less traveled, and actually give a bit of an explanation on how to work with Boolean Operations. Now i am well aware that most of the 3d modelers out there will tell you that you should avoid working with Boolean Operations as they are like a plague and they can leave you with a nasty looking model. Generally that is what happens if you don’t know how the Boolean operations work, but if you do then you actually end up with a rather powerful tool at your disposal. So check out this first video and see how the Boolean Operations work.

In the second video we go over some of the more common issues you will encounter when modeling, and that is controlling edge flows, inserting new geometry on elevated (non-flat) surface, transitioning edge sharpness and intersecting geometry. All in all in this video you will see quite a bit on how to deal with these issues, and i have to add that it was actually fun making this video. As an added bonus at the end of the video i decided to go ahead and import the model that we ended up with in the first video, and use the things that we showed in this video and get to a state where it will have clean flowing geometry. If what you read here is something that you might want to see, then go ahead and check out the video.

So that would be it for now, I really hope you guys liked the videos and you managed to learn something new from it. If you enjoyed it then subscribe, like and share.

3ds Max Basic Modeling

Today’s post is a tad bit different from the posts that i have done previously, and it’s different in the manner that instead of covering how to make a certain something, in this post i focused on explaining the fundamentals of modeling in Max. And this is where we come to one of my secrets and mainly why i chose to do what i do, and that is simply that i love modeling. Once you know how the basics of geometry flow works, from there on it’s always a game trying to get the geometry as clean as possible and it always feels like a mini game that you want to win so it ends up being mainly fun (in some cases can be frustrating).

So in the video below i started from the most basic thing, and that is explaining how interpolation or subdivision works for splines. From there we will see the difference between NURMS smoothing and Turbosmooth. Then we will go over using Turbosmooth to smooth out the model by using smoothing groups, after which we will also cover the geometry support edges way. After that we will see how adding Turbosmooth can affect the volume of our model, and how we can adjust the model to compensate for the loss. So if this is something that might interest you, go ahead and check out the video below.

Now the original idea for this is that it will end up as the first post in a series of posts that i will do where i will try to cover different scenarios, and try and explain how you would go about and deal with an issue that might arise from that situation. I didn’t want to gather multiple videos and release them all in one post due to the fact that i was a bit busy this week so didn’t have the free time to record as much, and the second reason being that posts with multiple posts end up being posts that people skip as they see them as something that is too long.

So that would be it for this first part. I really hope you guys liked the video and you managed to learn something from it. If you enjoyed it then subscribe, like and share and if there is interest about these kinds of videos i will make more.

Modeling Curtains in 3ds Max and Marvelous Designer

First post of the year everyone, so lets kick it off. For today’s post i chose to cover a topic that was asked of me, more notably one of the readers decided to slap an image on my Facebook profile and ask me to make it. Well it just so happened that it was a cool thing to cover, so i went ahead and actually made this video. The theme is about how to create a more complex design of a curtain, but at the same time make it different from what is already available online (this was a bit confusing for me as well). So i took the image as a reference on which to work from and that is where we start.

In the video you will me start in a simple scene in Max where i will do my best to explain how you should prepare for working on the curtain, and then explain what you should export and why. Then when we jump into Marvelous Designer i’ll go ahead and show you how you can create the base for the curtains, and then how to add the wrinkles and folds. From there we will cover a bit of pinning in MD and then export out the model. After that i’ll show you how you can animate an avatar in MD so you can get a more complex and natural looking folding. I am aware that the video took a bit longer then the rest, but i am sure that the tricks you’ll be able to pick up will make it worth the time you invest. So if this is something that you might want to know, then go ahead and watch the video.

So that about covers the very first post for this year, i hope you guys had fun and you also picked up some new tricks while watching it. So don’t forget, subscribe, like and share it around.

P.S. As an added bonus here is the image that i based my initial curtain on.

Curtains

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