This video focuses on the use of sliders with wire parameters. The tool is demonstrated by using a former demo of the relax modifier but rebuilding to function without sub-object manipulation.
In this 3ds Max/Rhino video we will explore the workflow of exporting/importing geometry in and out of 3ds Max and Rhino. This goal of this exercise is to study the functionality of one software platform versus another, understanding what tools are useful in each program.
This is a new idea for demoing software. What I’m trying to do is show the interactions or similar processes in 2 different applications.
In this 3ds Max 2010 video we will cover how to use the new topology tools with an Edit poly modifier.
In this 3ds Max 2010 video we’ll cover some of the new modeling tools.
This is a simple tutorial covering the basics of how to set up and use wire parameters as well as use expression controllers in 3ds Max.
Tutorial explaining how to make copies, references and then using modifiers to store modeling procedures.
This is the first part in a series of 3 videos that will explain how sub division surfaces can be used to model some of the complex architectural geometries that have been used in recent iconic works.
This 3ds Max video tutorial covers how to model a parametric screen constructed from hexagons. This technique is pretty straight forward. We start with a 6 sided nGon then uses a series of modifiers to create the lattice work.
So….. I was invited to participate in the first ever AU Design Slam competition. And…… I won
I went up against 2 incredibly talented designers Mark Foster Gage and James O’Toole of Burt Hill Architects.
This is an introduction to using Backburner with 3ds Max and setting up a small render farm.
In this 3ds Max video tutorial we cover how to render and save out vector data with the David Gould’s amazing Illustrate Plug In.
This is a response to a question on the forum. The basics of the question were 1. How do i snap in 3ds Max and 2. how can one move things dimensionally. This 3ds Max video tutorials explains both. I also cover angle snaps and axis constraints.
I’m going to start this post by saying this is not something I will do regularly but i was compelled in this case to give it a shot . A user on the forum (This was the first post on the new forum) asked how they might model the new Beijing Stadium by Herzog de Meuron in 3ds Max. The technique shown is meant to be a design modeling technique.
The Delete Mesh modifier works well for removing geometry without having to delete. I often use the delete mesh modifier in conjunction with the Edit Poly Modifier or Mesh Select Modifier.
So…. I do not have to much to say about the bend modifier. It pretty much bends geometry. I tend to use it when i need to model organic object and need to deform and area of a model in a very particular way. Once you get into the sub-objects it’s a pretty handy modifier.
This is the third part of a series in which I will try and go through all the operations that can be done at the sub-object level of the various geometry types in 3ds Max. This 3ds Max Video Tutorial goes over the majority of the procedures that can be done at the vertex level of an editable Mesh. All of the example are simplified to show the fundamentals of each command.
Since I model with splines I tend to use the surface modifier often. This modifier is also useful when importing splines from other CAD applications such as Rhino or Autocad. Working with clean curves then applying a surface give you more control as well as cleaner geometry.
The CrossSection modifier creates a “skin” across multiple splines. It works by connecting the vertices of 3D splines to form a skin. The resulting object is another spline object that can be used with the Surface modifier to create a patch surface. These two modifiers, when used together, are sometimes referred to collectively as “Surface Tools.”
This is second part of a series in which i will try and go through all the operations that can be done at the sub-object levels of the various geometry types in 3ds Max. This 3ds Max Video Tutorial goes over the majority of the procedures that can be done at the segment and splinie level of an editable spline. All of the examples are simplified to show the fundamentals of each command.
In this 3ds Max video tutorial we cover the Shell modifier, one of my favorite 3ds Max Modifiers, especially for architectural modeling. I do the majority of my 3d modeling with splines, and the shell modifier is a perfect compliment. I begin with splines then apply an extrude to build working surfaces that I can then apply modeling operations on such as cutting out windows or doorway. Then, once the Shell is applied all the edges clean up really well. Another aspect of the Shell Modifier that i use often is the ability to select full areas of the new geometry such as “edged” or “outer faces” this is very useful in conjunction with a modifier like Delete Mesh.
This Autodesk 3ds Max Video Tutorial goes over the majority of the procedures that can be done at the vertex level of an editable spline. All of the examples are simplified to show the fundamentals of each command.
The Lattice modifier converts the segments or edges of a shape or object into cylindrical struts with optional joint polyhedra at the vertices.
The Mirror modifier provides a parametric method of mirroring an object or a sub-object selection. You can apply the Mirror modifier to any type of geometry, and you can animate the mirror effect by animating the modifier’s gizmo.
Exporting geometry out of Rhino and importing into 3ds Max. Just a heads up, this tutorial has no sound. I received quick request for this so I wanted to post it up.
The Face Extrude modifier extrudes faces along their normals, creating new faces along the sides of the extrusion that connect the extruded faces to their object. As with most modifiers, this affects the current face selection passed up the stack. There are various differences between the Face Extrude modifier and the Face Extrude function in an editable mesh, especially the fact that all parameters in the Face Extrude modifier are animatable.
Patch Deform is a great tool for mapping geometry on a surface or the distribution of component on a surface. The only catch is that the distribution geometry has to come from a surface originally made as a Patch. In the video explain some of the work arounds for using the modifier on multiple objects as well as moving your deformed geometry to the distribution object.
In this 3ds Max video Tutorial I explain the best way to install Neil Blevins’ SoulBurn Script Library in 3ds Max. By Using maxScript you can greatly increase you capabilities within 3ds Max. This particular library has plenty of great scripts that will change how you use 3ds Max.
Displace is often used to make terrains or to add finer texture to 3d models with out having to model in extra texture. What I have found is that it can also be used in a very controlled way to manipulate geometries. With the use of procedural texture maps or bitmaps one can can make large scale manipulation to geometry with minimal effort. I tend to use this techniques if I need to quickly iterate design options on a facade.
Using wire parameters and expression controllers we will make a panel that opens and closes based on the distance of a point.
Cap Holes is a great modifier for modeling as well as making images. One way I use it often is in conjunction with a slice modifier, it’s a good way to do section perspective renderings or drawings.
The Affect Region modifier is a surface modeling tool, primarily used with vertex sub-object selections while surface modeling. With Affect Region, transforming a selection of vertices can also transform vertices in the region that surrounds the selection. This can help you form a bubble or indentation in the surface of an object.
The Bevel modifier extrudes shapes into 3D objects and applies a flat or round bevel to the edges. A common use for this modifier is to create 3D text and logos, but you can apply it to any shape.
This Tutorial covers how to turn your mesh into Hexagon poly’s. This is a technique I learned from Toru Hasegawa while we were in school together at the GSAPP. You essentially triangulate a quad poly surface then collapse the triangles to have hexagons.
This Tutorial covers how to make a parametric panel with splines which later have parameters tapering and radius. The opening in the panel is then constrained to a max sun system.
In this tutorial we cover how to use a look at constraint. This could be done more rigorously with expression but to quickly test an effect I think it is a great technique.
This Tutorial covers how to use proxy objects to keep an active selection set.
Using the wire parameters to create a scaling circular pattern based on the distance of the circle to a point object.
Using the Morpher modifier to create a bi-directional blend between two conditions. In this case we build a modular panel system in which one can quickly test different patterns.
Using the displacement modifier in 3ds Max we are able to use either image data or procedural texture maps to drive geometry in a design model.
This tutorial covers making a simple parametric chair with using editable poly modifier and wire parameters.
Using modifiers such as Cross Section, Skin, Shell and Spline IK we build a spline based systen that uses reference geometry to build parametric relationships.
Using modifiers like features in a parametric modeling software. The idea is to use parameters to store design intent and avoid having to remodel geometry.
This Tutorial covers how to unwrap or unfold geometry. This techniques is used more for texture mapping but in this tutorial we the unfolded geometry back to the view port to use for building physical models. This geometry can then be used for laser cutting. One thing to note is that since this technique is for texture mapping it lacks precision. For scaled models it works well.