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Old 01-02-2011, 07:36 PM   #76
tsabszy
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Quote:
Originally Posted by ParanoidDomo View Post
I love how you made that tube with so much detail, could you show a simple "making-off" or something? That'd be cool!
of course i can, mate
but don't think something big... it's as simple as a "Path Deform" modifier
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Old 01-02-2011, 10:26 PM   #77
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making of complex tubes in 3ds max

"making of complex tubes in 3ds max with Path Deform modifier"

1. first step is to create a line with the thickness of the desired tube and arange it in place. enabling 'render in viewport' gives you the ability to set up it's thickness real time (later using see through object property can be useful but not too important)
note: don't convert your path to polygons coz Path Deform modifier as it's name says only accepts Lines and Splines (paths)

2. step two is creating a cylinder which will become one slice of the tube that is gonna repeat along our existing path. it's not necessary to create all the details for your tube now only some repeating pieces to check out how they look together..
note: one repeating part can be consisted of more slices but it's more easy to keep it as one model.. the only importance here is that if you put the slices together they'll make a continous tube
and it's best to put the pivot to the start of the tube (later explained)

3. use 'PathDeform (WSM)' modifier on your created model (the slices of the tube as one model) and show it which path to use with the 'Pick Path' button
note: there's another modifier that is just the same called 'PathDeform' but that one has no 'Move to Path' option (*stupid?) so i prefer 'PathDeform (WSM)'

4. 'Move to Path' button will stick your model to the start point of your path. if you are lucky it will look the direction you wanted but if it doesn't then just arrange your model with the 'Path Deform Axis' option at the buttom of the modifier (no need to think how it works just pick the axis that makes your model to follow the path, that's all:P)
note: 'Move to Path' means that it moves the Pivot of your model to the path so make sure the pivot is at the start of your tube model

5. if the right axis is set you can check out the options the modifier has:
Percent: moves your model along the path
Stretch: stretches your model along the path
Rotation: rotates your mo.. blah blah
Twist: blah blah..

6. you can finish the details of your complex tube and i can finally go to bed
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Last edited by tsabszy; 01-02-2011 at 11:09 PM..
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Great tsabszy! For Thanks for3:
himadri_sm (07-02-2011), hulahuga (02-02-2011), ParanoidDomo (01-02-2011)
Old 01-02-2011, 10:47 PM   #78
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Quote:
Originally Posted by tsabszy View Post
"making of complex tubes in 3ds max with Path Deform modifier"

1. first step is to create a line with the thickness of the desired tube and arange it in place. enabling 'render in viewport' gives you the ability to set up it's thickness real time (later using see through object property can be useful but not too important)
note: don't convert your path to polygons coz Path Deform modifier as it's name says only accepts Lines and Splines (paths)

2. step two is creating a cylinder which will become one slice of the tube that is gonna repeat along our existing path. it's not necessary to create all the details for your tube now only some repeating pieces to check out how they look together..
note: one repeating part can be consisted of more slices but it's more easy to keep it as one model.. the only importance here is that if you put the slices together they'll make a continous tube
and it's best to put the pivot to the start of the tube (later explained)

3. use 'PathDeform (WSM)' modifier on your created model (the slices of the tube as one model) and show it which path to use with the 'Pick Path' button
note: there's another modifier that is just the same called 'PathDeform' but that one has no 'Move to Path' option (*stupid?) so i prefer 'PathDeform (WSM)'

4. 'Move to Path' button will stick your model to the start point of your path. if you are lucky it will look the direction you wanted but if it doesn't then just arrange your model with the 'Path Deform Axis' option at the buttom of the modifier (no need to think how it works just pick the axis that makes your model to follow the path, that's all:P)
note: 'Move to Path' means that it moves the Pivot of your model to the path so make sure the pivot is at the start of your tube model

5. if the right axes is set you can check out the options the modifier has:
Percent: moves your model along the path
Stretch: stretches your model along the path
Rotation: rotates your mo.. blah blah
Twist: blah blah..

6. you can finish the details of your complex tube and i can finally go to bed
Awesome dude, very well/detailed explained, thanks alot!!
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Old 01-02-2011, 10:51 PM   #79
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you're welcome dude
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Old 06-02-2011, 07:50 PM   #80
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well, another tiny update..
i applied the proper colors for different materials which i'm gonna need when baking textures, but i rolled this task infront of me on and on while working on the modeling.. conclusion: never do it like that again! in my next projects i'm gonna do it while modeling coz as i was affraid so: some parts and forms are not as clean as i thought they would. i haven't made such comlex stuff befor so it's a good lesson.
anyway it chew up lots and lots of time coz there are many instances and i have only 2gigs of ram now, so many times i just waited like 5 minutes for my computer to respond.. when i work on a specific part i always save those parts into another max file to get more speed but for this task i needed the whole model in place at the end..
still lots of work to do..
tasks left for me are the following:
high poly:
- arms modeling
- wires and tubes (organizing and detailing) at her knees
- detailing and applying the different colors for her rifle
- a knife
- and a suit on her body
and then continue with the low poly..
i'm affraid i wont be able to finish before dw coz i have only 2 weekends left before it starts. coz last weekend i'm planning to travel to my parents to get some rest..
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Old 07-02-2011, 05:56 AM   #81
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thanx a lot for the tut...your model is coming along very well..
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Old 07-02-2011, 06:43 AM   #82
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no problem! i'm happy if you can apply it
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Old 18-02-2011, 09:17 PM   #83
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good progress bro !
keep on !
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Old 18-02-2011, 09:27 PM   #84
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thanks nooby, i'm travelling home this weekend so maybe a little update is coming on sonday but i'm not sure.. still too much to do :S
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Old 04-12-2011, 08:14 PM   #85
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well i abandoned my thread for a little too long :P
due to my job and other stuff i haven't worked too much for practice during this year, so i decided to draw sometimes if i have time..
here's my 1s try, i really hope the next one or the 10th next one will be better. and i hope my imagination will improve a lot and some drawing style will develop later, after more tries

any critics are welcome!!

(i don't have pland creating it in 3d, since it's only a cliche and really just for starting to bother with drawing)

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Old 03-04-2012, 09:29 PM   #86
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working on projection texturing.. i'd love to participate on the fan art challange but so much stuff is going on right now and i wont even be around next week..
anyway, some wip for now
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Old 03-04-2012, 11:14 PM   #87
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This is gonna be incredible when its done.
It look fantastic, I love the handpainted texture look youve got going on.
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Old 18-04-2012, 01:20 AM   #88
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thanks Krallis!
it's not what i wanted, but maybe after some more practicing. at least there's always hope



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Old 18-04-2012, 05:51 AM   #89
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wow i love these textures
did you rig her?
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Old 18-04-2012, 06:54 AM   #90
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wow i love these textures
did you rig her?
that's not appropriate question, she is a lady after all and what tsabszy did to her last night or the night before is entirely between them
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