alias_marks Posted January 8, 2008 Share Posted January 8, 2008 got a pretty tricky one here I'm having trouble with. I'm working on modeling this kind of a wall. I was able to make this texture off of some images from the website - http://www.modulararts.com/ and used it displace a highly subdivided plane but am not really getting the sharp edges I was looking for due to the low res image. Any insight on how to model from scratch within max? Thanks for any ideas. M- EDIT: I've been emailed by modular arts and they've asked me to remove their images from the thread...bummer. Anyhow I guess you can browse their website if you'd like to see what I trying to model. I was getting after the Dune or Swim configurations. http://www.modulararts.com/ Link to comment Share on other sites More sharing options...
bijoy Posted January 8, 2008 Share Posted January 8, 2008 Well since displacement is not working, you might want to try and create high/medium planes convert them to polys and brush the details in using the poly brush tool...assuming u have the max version with that tool. u can apply different intensity/brush size to vary the waves. i would make panels of these planes rather than one whole wall. make about 3 of them and then just instance them (top to bottom) to make up the wall. i say 3 because that will give you 3 different panels which will give a much more of a random feel than just doing one plane/panel and instancing it. that would be easier. i have attached an example of what im talking about. once ure done, attach the whole thing, weld vertices together and brush in whatever detail in between the panels. if u dont have the brush tools i guess ure just gonna have to (a)either do it the same way above but box model the waves then add a meshsmooth on one plane then instance (b) or just use the pic you have as a texture...haha...either way hope you figure it out. Hope this helps. Link to comment Share on other sites More sharing options...
baba147 Posted January 8, 2008 Share Posted January 8, 2008 hey, if you have zbrush or mudbox then you can do this kind of stuff really easily in Zbrush or autodesk mudbox...just use the displacement image as stencil... Link to comment Share on other sites More sharing options...
alias_marks Posted January 8, 2008 Author Share Posted January 8, 2008 excellent ideas! I'll give this a shot. Haven't ever played around with the zbrush/silo/mudbox kids yet. Maybe I'll give that a shot. Didn't realize there was a poly brush tool in Max, what version are you talking about? Max 2008 or 9? Thanks again, and I'll let you know how things go. M- Link to comment Share on other sites More sharing options...
Chad Warner Posted January 8, 2008 Share Posted January 8, 2008 I just completed a project with this material. What I did was use the Eye Candy plugins (which probably won't help you) and using the wood filter, created a map that tiled seamlessly. That looked roughly like one of the panels. Then used Vray displacement and created the paneling that way. If you don't have vray, you could try using the wood map that's built into max and use that as your displacement map for the displacement modifier. Link to comment Share on other sites More sharing options...
Claudio Branch Posted January 8, 2008 Share Posted January 8, 2008 Any insight on how to model from scratch within max? Here is my modeling approach using Renderable Splines and a Plane: Create a plane and mapped the image of the "wave" wall onto it. Create 3 or 4 horizontal lines with varying vertice counts and Renderable Spline settings turned on Take a line and move the vertices around and then fillet them to get nice arcs Repeat the process with the rest of the lines to get some variation and just make instances of them placed somewhat randomly across the wall surface Good Luck! Link to comment Share on other sites More sharing options...
Nils Norgren Posted January 8, 2008 Share Posted January 8, 2008 Here is a quick version, (About 10 min) it may or may not be what you are looking for but for whatever it is worth. Step 1, make spline, all vertices are set to "Corner" step 1a add a noise modifier for extra randomness (not necessary, but give a bit of extra control over randomness) Step 2 Extrude, with plenty of geometry the the "Segments" spinner step 3 sculpt with edit mesh, using soft selection step 4 put second Noise modifier step 5 turbosmooth, to desired resolution any one of these steps can be refined to get a more detailed effect, during step 3 I could have scaled down the selection in the Y to make flat spots, or rotated parts to make swirls. Good luck -Nils Link to comment Share on other sites More sharing options...
alias_marks Posted January 8, 2008 Author Share Posted January 8, 2008 Excellent suggestions! really appreciate the time taken to give a lending hand. M- Link to comment Share on other sites More sharing options...
anvaraziz Posted January 9, 2008 Share Posted January 9, 2008 thanks nils,, thats a good trick......... thanks for sharing Link to comment Share on other sites More sharing options...
alias_marks Posted February 12, 2008 Author Share Posted February 12, 2008 I've been emailed by modular arts and they've asked me to remove their images from this thread...bummer. Anyhow I guess you can browse their website if you'd like to see what I trying to model. I was getting after the Dune or Swim configurations. Seems kind of ridiculous to me...anyone ever had a similar request? Anyhow - I think it's best to comply here. Here's a link to the image that I ended up generating from all your help. We didn't end up using the wall is a prominent of a place so in the end I was able to use a displacement modifier on top of a highly sub-divided plane. http://mike.downtown.googlepages.com/MichaelBrown_300_17th.jpg/MichaelBrown_300_17th-full;init:.jpg Link to comment Share on other sites More sharing options...
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