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.

Starting with V-Ray Part-3, Understanding Antialiasing

So in the third part for this series we go over the Image Sampler or AA (Antialiasing). Anti aliasing is one of the main things that you need to understand how to tweak inside V-Ray in order to get a faster render, while maintaining the quality of the render.

In the video below you will be able to see what are the differences between using the Fixed and Adaptive DMC image samplers, as well as learn how does the AA work and what it’s used for. But i don’t want to make this post any longer than it should be so i’ll let you go and check out the video below.

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.

Starting with V-Ray Part 2, V-Ray Frame Buffer

So in this second installment of the Starting with V-Ray series i want to go ahead and explain how does the VFB ( V-Ray Frame Buffer ) work, and why it’s a good idea to always use it when you are using V-Ray as your renderer.

In the following video you will learn how to get the VFB active, you will learn how to use the RGB channels to control the color output you are seeing as well as rendering passes. You will also learn how to use the A/B dividers as well as using the History feature of the VFB. And last but not least you will see how you can control the exposure as well as the color balance and levels for your render inside the VFB instead of having to switch out to Photoshop.

So without getting this intro any longer then it should be i would recommend that you watch the video for yourself.

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

That’s all for now and remember always stay hungry for more knowledge as that is how you can grow.

Starting with V-Ray Part 1

In this post, as well as the next few (hopefully) i will try to get all the basics of Vray out there for everyone. These videos will be tailored more towards someone that has never worked with Vray before, but even if you have worked with it but aren’t sure about some things you might want to give these videos a try.

The first video will be about how to get Vray setup as your default renderer, as well as how to get the default UI switcher setup so whenever you start working with 3ds max materials you don’t have to set up all the materials to be VRayMtl, but instead have them always setup like that. But enough talk from me, see the video for yourself.

OK so after the first video you should know how to have V-ray setup as your default renderer. In this second part you can see all the places that you can find options that were added with the installing of V-Ray.

So after watching these two introduction videos you should have a basic knowledge about where things are in V-Ray, and it should be a first stepping stone towards the rest of the upcoming videos in the series.

If you enjoyed the videos share them around and always keep on learning!

Creating floor geometry with Floor Generator

When ever you get to work on a interior scene the inevitable fact is that you will need to either use a texture for the floor, or take the road less traveled and drop in geometry for the floor planks provided it is a wooden floor. In this tutorial we are going to take a look at how to deal with one of the most used features when ever you are modeling interiors, namely we are going to tackle the flooring.

A disclaimer though before we start, like i said previously you might want to think about whether you want to use a texture or geometry based on the needs of your scene. If you have a few renders from a distance it might be a better choice to take the quicker texturing way, but if you need a closeup or want to have a bit of a worn down parquet or aged wood flooring then geometry might be the right choice.

Alright if you are still reading i guess you want to see how it’s done, so get strapped and go and download the free scripts that you will need for this video:

Link for Floor Generator

While you are there you might want to pick up the two other free scripts as they are really amazing, and need i say again FREE. Ok so no more further delays, here is the video tutorial.

So if you are back and reading this then you might have just actually enjoyed the video, if that is the case then help spread the word and comment, share and subscribe to the YouTube channel. And also if there is interest i will do a a tutorial on how to get similar results by using textures while trying to preserve the details we get from the geometry way of doing it.

So until next time stay safe, and keep on learning!

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