Tuesday, 8 January 2013

Model A Decorative, High Poly Chandelier In 3D Studio Max

Tutorial Details

Final Product What You'll Be Creating

In this tutorial you’ll learn how to model a decorative chandelier in 3D Studio Max using basic tools and poly modeling techniques. You’ll learn how to create various elements using both primitive objects and splines, and how to position them using Max’s time saving Array functionality.

Additional Files/ Plugins:

Step 1

Start by creating a Line (Create > Shapes > Line) with this shape. Enter Vertex mode and select all the vertices, then Right-click and choose Bezier Corner.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 2

Using the Move tool, tweak the green points at the ends of the handles for each vertex in order to get something like this.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 3

Now go to the Rendering menu for the line, and check Enable In Viewport and set the Sides to 18. After that Convert it to Editable Poly (Right-click > Convert To > Convert To Editable Poly.)
Tutorial Model a high poly chandelier in 3d Studio Max

Step 4

In Polygon mode, Select and Delete the top polygon as shown. Then select the ring of edges in the last section, and add 3 new loops as shown using Connect.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 5

Select and Apply an Extrude to the polygons (we got after adding the three edge loops) to get this.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 6

Select the top polygons from the middle to the end. And apply an Inset and Bevel. This will be the location where we will place the cables when we finish the model.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 7

Add 3 new edge loops to the inside of the extrude using Ring and Connect, as shown.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 8

Select the top middle polygons on the first end, and apply an Inset two times until you get this. Then repeat the same steps on the second end using the same values for the inset.
Tutorial Model a high poly chandelier in 3d Studio Maxe

Step 9

In Edge sub-object mode. Select the outer edge loops creating by the inset, and from the Loops menu (in the Graphite Modeling Tools Ribbon) select Loop Tools and then click on Circle.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 10

Select the polygons in the center and click on Grow, then Delete them.
Tutorial Model a high poly chandelier in 3d Studio Max

Step 11

In Border sub-object mode. Select the holes and hold down Shift and drag with the Move tool on the Z-axis. First make a short drag movement and then drag one more time in order to get a loop close to the edge, which will support the geometry once we add Turbosmooth.
Step 1 Image

Step 12

Ring and Connect the edge rings as shown below. Apply the Connect with 2 Segments and a Pinch value of 65.
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Step 13

Now Add a edge loop around the extrusion with 1 Segment and a Slide value of 90, as shown.
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Step 14

On the other end (bottom) make the same holes and support them as well.
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Step 15

Go to the other end of the line object and create a Sphere (Create > Geometry > Sphere) with 18 segments, Convert it to Editable Poly and Select the bottom 36 polygons.
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Step 16

Delete the selected polygons, and use Attach to combine the two objects together. Select the two open borders and use Bridge to create a new loop of polygons between the two elements to connect the geometry.
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Step 17

Now back to the other end (side) of the spline object again. Select and delete the top polygons.
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Step 18

Create a new spline (Create > Shapes > Line.) Select all vertices, Right-click and make them Bezier Corner.
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Step 19

Tweak the handles of the vertices in order to get something similar.
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Step 20

Go to the Rendering menu again and check on ‘Enable In Viewport’ and set the Sides to 18. After that Convert it to Editable Poly, the Delete the polygons at the two ends.
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Step 21

Create two new Spheres and repeat the same actions as before, using Attach and Bridge to combine and connect them with the main object.
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Step 22

Create a new Cylinder (Create > Geometry > Cylinder) with 18 Sides and 4 Height Segments. Convert it to Editable Poly and apply a Bevel one time on the top part, and four times on the bottom part until you get this shape.
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Step 23

On the top polygon apply an Inset, and on the bottom polygon apply a Bevel with a low Height value and a large Outline amount.
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Step 24

Apply a Bevel on the top part three more times, and four more times on the bottom, until you get this shape.
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Step 25

Apply a Bevel four more times on the bottom. And then apply a Bevel to the top with a Height value of 0. Then apply Bevel once again on the top with an Outline amount of 0.
Step 1 Image

Step 26

On the top part apply the same two steps as in the previous step, but this time with a larger Height value. Apply an Inset, Extrude and Bevel on the bottom to get this result.
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Step 27

We continue working on the bottom side by applying extrudes with negative height values. And then apply an Inset and Extrude again, but this time with a positive value and a larger Height amount. Finally apply a Bevel one more time.
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Step 28

Continue by applying a Bevel two more times with the same Height and Outline values, but for the second one make the values negative. Then continue Beveling until you get something like a deformed sphere.
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Step 29

On the top polygon we apply an Inset, Extrude and an Inset again, then Delete the polygon. The result should look like so.
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Step 30

Ring the edges and add 8 new loops on the top, and 7 on the bottom using Connect.
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Step 31

Select the polygons between the loops and Extrude them in with a negative Height value.
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Step 32

On each ring made by the extrude add a new loop in the middle using Ring and Connect.
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Step 33

Add some extra edge loops as shown.
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Step 34

Add more loops as shown at the bottom.
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Step 35

Shift the loops on the cylinder and add one more so we have a total of four loops. Then select the polygons of each third section as shown and apply an Inset 2 times.
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Step 36

Using Loop Tools again, add holes as we did the last time (in Step 9.)
Step 1 Image

Step 37

Select the first two decorative elements and then select the eight polygons highlighted below on the main element, and Delete them.
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Step 38

Go to the Hierarchy panel and choose ‘Affect Pivot Only’. Move the Pivot Point to the center of the main body as shown below. Then turn Affect Pivot Only off.
Step 1 Image

Step 39

Using the Rotate tool while holding Shift, make five more copies and Rotate them in 60 degree increments.
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Step 40

Combine the objects together using Attach, then Select the matching borders and use the Bridge tool with 4 Segments to close the gaps. Finally apply a Turbosmooth modifier with 2 Iterations.
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Step 41

Select the two loops shown on the bridge we just made, and Scale them like so using the Scale tool.
Step 1 Image

Step 42

Create a new Cylinder with 18 Sides, and 4 Height Segments. Then apply a Taper modifier and set a negative value for the Curve option.
Step 1 Image

Step 43

Create a new Sphere with 18 Segments, and use the Scale tool to deform it a bit.
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Step 44

Convert the Sphere to Editable Poly. Then select the top and bottom 36 polygons and Delete them. Delete the top and bottom polygons on the cylinder as well. Attach the objects and connect the two using Bridge.
Step 1 Image

Step 45

Create another Cylinder and a Sphere and repeat the same steps. The result should look like so.
Step 1 Image

Step 46

On the top apply a Bevel 3 times. First with a negative value and the rest with positive values. Apply a Bevel to the bottom as well, with a low value in order to get this result.
Step 1 Image

Step 47

Apply a Bevel two more times on the top part, after that Extrude and again Bevel with the same value as the second bevel we created, but this time use a negative Outline.
Step 1 Image

Step 48

Continue by adding a Bevel two more times with a positive Outline. Then add a bevel with a 0 Height value and then extrude. Again apply a Bevel with 0 Height and a slightly bigger outline, finally Extrude again.
Step 1 Image

Step 49

Apply an Inset and then Extrude with a negative value. Again Inset and apply a Bevel with the same Height as the extrude, but this time with a positive Height and a negative Outline.
Step 1 Image

Step 50

Apply an Inset on the top polygon, and then add two new loops on each edge as shown below.
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Step 51

Add loops where the connections are between the spheres and cylinders.
Step 1 Image

Step 52

On the top Create two new loops around the inside of the center and then using the Loop Tools make a hole on each side. Create a Torus object (Create > Geometry > Torus) with 8 sides and combine it to the object using Attach. Finally Delete the bottom 6 polygons of the torus and connect the elements together using Bridge, set the segments to 2.
Step 1 Image

Step 53

On the center polygon apply an Inset and then Extrude with a negative Height value, and then Delete the center polygon. On the edge apply a Chamfer and set the segments to 2. Finally apply a Turbosmooth modifier – Iterations 2.
Step 1 Image

Step 54

Create a new Cylinder with 2 Height Segments and Convert it to Editable Poly. Then on the bottom polygon, apply an Inset two times, then Extrude and finally Inset again.
Step 1 Image

Step 55

Apply a Bevel two more times, and then an Inset two times as shown below.
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Step 56

On the top, we apply an Inset and then Delete the polygon.
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Step 57

Create a new Cylinder, Convert it to Editable Poly and Scale down the bottom polygon, then Bevel it four times.
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Step 58

Apply a Bevel four more times in order to get a rounded shape like this.
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Step 59

Now Bevel again five more times in order to get this shape.
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Step 60

Select the groups of polygons highlighted below, and apply a Bevel.
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Step 61

Delete the bottom polygons, and add new edge loops as shown below.
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Step 62

On the top polygon we first apply an Inset, and then using Bevel we create a shape similar to the outside of the element in order to give it thickness.
Step 1 Image

Step 63

Close to the edges, add loops and finally apply Turbosmooth – Iterations 2.
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Step 64

Create a new spline with a curved shape, and then from the Rendering menu choose Rectangular and check on ‘Enable In Viewport’.
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Step 65

Convert it to Editable Poly and add loops close to the edges as shown, and then Delete the two side polygons.
Step 1 Image

Step 66

Apply a Turbosmooth to the element and using the Rotate and Move tools position it like so. Go to the Hierarchy Panel and click on ‘Affect Pivot Only’ and set the pivot point to the center of the big element in order to rotate the copies of this element around the main element.
Step 1 Image

Step 67

Go to the Tools menu and click on Array… choose Rotate > Totals and enter 360, and set the Array Dimensions 1D to 70 and click OK.
Step 1 Image

Step 68

Create a slightly curved Line and apply the same settings as on the previous one.
Step 1 Image

Step 69

As in the previous steps, Convert the line to Editable Poly and add loops close to the edges. Apply smooth, and using the Array function add 70 copies.
Step 1 Image

Step 70

Now Create a new spline which has the profile of light bulb.
Step 1 Image

Step 71

Add a Lathe modifier and check on ‘Weld Core’, "Flip Normals’ and from the Align settings, click ‘Min’.
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Step 72

Add a Turbosmooth – Iterations 1 and place the light bulb in the correct position as shown below.
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Step 73

Group all the elements plus the light bulb (Group > Group), and from the Hierarchy menu click ‘Affect Pivot Only’ and center the Pivot to the center of the main body. Finally make five copies and rotate them like so.
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Step 74

Create two new Lines which will be our cables. Check ‘Enable in Viewport’ and give them a medium thickness and then convert them to Editable Poly. And as we did before, make five copies and rotate them around, one for each arm.
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Step 75

Create a new Cylinder and Convert it to Editable Poly. Delete the top polygon and on the bottom one, apply a Bevel two times, Inset and then bevel, Extrude, and Bevel again with the same value as the bevel before the extrude. The result should be like this.
Step 1 Image

Step 76

We continue by doing an Inset, Bevel, Extrude, and Inset. Extrude again with a high value for the Height and then Inset again, and finally Extrude with a negative Height.
Step 1 Image

Step 77

Add some additional edge loops using Ring and Connect as shown.
Step 1 Image

Step 78

Add additional edge loops at the bottom as shown, and make a hole on the side using the techniques previously covered.
Step 1 Image

Step 79

Create a new Torus with 12 Sides and 24 Segments and Convert it to Editable Poly. Delete the bottom half and while holding Shift, drag downwards to create something like this.
Step 1 Image

Step 80

Apply a Symmetry modifier, set the Mirror Axis to Y, and then Convert the object to Editable Poly.
Step 1 Image

Step 81

Add two new edge loops on one side, and Delete the polygons between the new loops. Then select the two borders and hit the Cap button, finally apply a Chamfer to the edges.
Step 1 Image

Step 82

Add a Turbosmooth modifier and make a few copies of the element in order to get something like a chain. After that make a new Line that goes in the holes, this will be our cable.
Step 1 Image

Step 83

Finally go back to the top element and select the top border. Using Shift + drag, move it upwards. The first time make a small move, and for the second make a larger one in order to get a supporting edge from the first move. This will complete our Chandelier model.
Step 1 Image 
Source : Cgtuts+ ..

Saturday, 27 October 2012

Tentacle Animation Using Lofting



Tentacle Animation Using LoftingIn sci-fi movies, you often saw a monster with tentacles lurking around. In this tutorial you will create tentacle animation using lofting in 3ds max. Not limited to tentacle animation, you can also use this technique in several animation, such as growing vines, cable animation, or else. Actually, you can also create tentacle animation using Path Deform. But in this tutorial I only use Lofting.

1. Download scene below. This is a simple sewer scene (3ds max 8 format). I animated water material using technique described in Sunset Animation Tutorial.

2. Go to Create>Shapes. Click Line button. In Creation Method rollout, make sure Initial Type=Smooth and Drag Type=Bezier. Then click several times in Top viewport to create line like image below. Right click to finish creating line.

3. Make sure line is still selected. Apply Noise modifier. Activate Fractal and adjust Strength values. You'll get random curvy line.

4. In Top viewport, draw circle with Radius=40.

5. Select line. In Command Panel, go to Create>Geometry>Compound Objects. Click Loft button. In Creation Method rollout, click Get Shape button. Then click Circle in viewport. Now, you have long tube. But, it is too big. Don't worry. In the next page, we will fix that.

6. Select lofted object. Go to Modify tab. Open Deformations rollout. Click Scale button. Scale Deformation window will open.

7. In Scale Deformation window, you can increase or decrease Shape size in lofted object. Right now you have 2 points. Try to move those points and watch how lofted object is affected.
Click Insert Corner Point button. Click twice in the middle of line. Move and enter values for each point (#1=30, #2=30, #3=0, #4=0) like image below.

8. To animate, first activate Auto Key. Move slider to frame 200. Move control point #2 and #3 to the right like image below. When finished turn off Auto Key. Scrub slider, you'll see nice tentacle animation.

9. We need more tentacles. Make sure tentacle object is selected. Hold Shift and move to create another clone. Use Copy for Cloning Method.
Select cloning object. In Modifier Stack, click plus (+) sign left of Loft. Click plus (+) sign left of Path. Highlight Noise. Them you can adjust Seed value or Strength values.
If you need more tentacle just repeat this process.






10. This tutorial is finished. Watch video below to see sample of finished animation..

Growing Tree Animation Using Particle Flow


Growing Tree Animation Using Particle FlowIn children bedtime story, often there's a story about magic seed. Someone plant a seed and in seconds it will grow into giant tree. In this tutorial you will also create this growing tree effect using Particle Flow, amazing particle feature in 3dsmax.

1. First, you need to download required file here. This file contains exercise file and sample of finished growing tree animation. Open file growingtree_start.max. At first, you might think this file is empty. But actually it isn't. Scrub slider to watch the animation. You will notice there are 2 objects that growing bigger. One is 'maintree' dan the other is 'branch'. We will use these 2 objects to create a big tree. First object ('maintree') created using cylinder and then its vertices animated frame by frame to create growing effect. Second object ('branch') object will be used the same as its name, as branches. This second object created using extruded box and then animated by scaling down as small as possible in frame 0.

2. Before we begin, select 'branch' object. Notice where Pivot Point is located. If you want to create your own branch, just make sure its Pivot Point is located at the bottom. Actually you can use this effect to create many things, like growing tree or growing tentacles for example.

3. In Command Panel, click Create button. Change drop down list to Particle Systems and click PF Source button. Then, click and drag anywhere on viewport. Any size and location is okay. In image below, I created Particle Flow (PF) Source icon in Top viewport.

4. Next step, open Particle View window by pressing '6' in keyboard. We will change couple of Particle Flow parameters. First, select Birth 01 row in Event 01. On the right pane, change Emit Start=20, Emit Stop=60 and Amount=50. By changing these number, we are telling 3dsmax to create 50 particle from frame 20 to 60. You may use any amount you like, but 20-50 is more than enough. This amount represents how many branches will be created.

5. Now, we need to tell 3dsmax where to put branches (particles). Select and drag Position Object operator into Event 01. Place it exactly on top of Position Icon row to replace it. In Position Object rollout, click Add button and click 'maintree' object in viewport. Don't forget to activate Animated Shape so that branches will be created while tree is growing.

6. Still in Position Object 01 rollout, move rollout until you find Location. This is where exactly particles will be created. Change Location to Selected Vertices.

7. Minimize Particle View window for a moment. Select 'maintree' object. Click Modify tab in Command Panel. Activate Vertex selection. Then, in Front of Left viewport select vertices in upper part of object. You need to move slider before you can select vertices.

8. Back to Particle View window. Now, select Speed 01 row inside Event 01. We don't want any branches to move, right? Just delete this row or change Speed to 0.

9. Next step, we need to change particle's shape. From bottom pane, click and drag Shape Instance operator inside Event 01. Place it on top of Shape 01 row to replace it. In Shape Instance 01 rollout, click button under Particle Geometry Object, then click 'branch' object in viewport. After that, change few parameters like Scale Variation=30%, activate Animated Shape, and in Animation Offset Keying use Sync By: Particle Age. Scale Variation is used to make different size branches. Animated Shape, is used to make branches growing from small to big. Animation Offset Keying useful to make each branch have its own animation.

10. We can't see particles as branches yet. Select Display 01 row in Event 01. Change Display Type to Geometry and finally you can see branches. Scrub slider to watch animation.

11. Just before this step, we used Random 3D as branches rotation. As you can see, some branches growing approaching to the ground. In physics, we knew that branch is always look for the sun (go up). We will fix that. Select Rotation 01 row inside Event 01. Change Orientation Matrix to Random Horizontal and use Divergence=90. Now, branches rotation will be much better. If you don't like branches rotation, click New button in Uniqueness. Click until you find desired branches rotation.

12. Finally this tutorial is finished. Scrub slider or press Play to watch your growing tree animation. Image below shows an example of this animation.
This tutorial is written by
Didik Wijaya
http://www.tutorialshine.com

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