Login Form






_LOST_PASSWORD
_NO_ACCOUNT _CREATE_ACCOUNT

Statistics

  _MEMBERS_STAT: 8817
  _VISITORS: 697256
Welcome arrow 3DS Max Tuto arrow 3DS Max Intermediate arrow The Hole (Making Of)
The Hole (Making Of) _CMN_PRINT _CMN_EMAIL
_USER_RATING: / 46
_VOTE_POOR_VOTE_BEST 

The Hole (Making Of)

 In this "Making Of" we will use the free plugin Greeble

Part 1: Modelisation

 1.Create a sphere with enough segments.
 Convert it in editPoly and keep only the top part.
 Do an extrude of the top polygons to obtain this:



 2.Select these polygons:


 3.Do an extrude of it:


 4.Apply the "greeble" modifier greeble with these parameters:


 5.Apply again the modifier "greeble" with these parameters:


 6.So you got this, it looks a little bit confusing:


 7.Add a ligth with shadows so the volumes are more clear:


 8.So for the moment "greeble" do all the job...but it is needed to break the monotony
 So first we create tubular stuff
 Go back in the modifier stack at the editPoly level and select these edges:
 Convert it to splines.


 9.Apply these parameters to the spline to obtain tubulars:


 10.Do a Uniform Scale to separate the tubular from the greble structure:


 11.Now, I create other structure (by keeping low poly numbers):


 12.Deactivate the modifiers and go back to editable Poly level => polygon level.

 Select these polygons and detach them as clone, name it "scatter_base":


 13.Select the structure created in 11. and select "scatter" in "Compound Object".


 14.Define these parameters in the scatter:


 By playing with these two simple techniques "greeble" and "scatter" you can define your structure.


Part 2: Texture and Mapping


 1.For the mapping of the polys generated by greeble, apply a modifier "EditPoly" on top of "greeble" modifier.

 2.Than on top of this modifier apply a modifier "UVW Mapping".


 3.For the material, define a VRay material with these parametres:


 Here is the textures that you can use:





 And the HDRI map: beach_probe.hdr

 4.Apply this material to the greeble structure.


Part 3: Ligthing


 1.For the central blue ligth, define an omni with these parameters
 Adapt the values according the scale of scene:



 2.Open the environement parameters:



 3.Add in atmospheric a "Volume Ligth" effect:



 4.Select the cntral omni ligth to apply the effet to it:



 5.Define these parametres to the "Volume Ligth":



 At the end you got this:


 
_ITEM_NEXT

Who's Online

  9 guests_ONLINE

Total Users

8816 registered
1 today
32 this week
366 this month
Last: manish_suha

Donations

If you feel that this has greatly helped you, please feel free to help us to finance the site hosting and maintenance.


(C) 2010 3 Dimensions 3DS Max tutorials and 3D arts

Template created by SkullTheme