In any case that was the short explanation, but if you are curious as to how you would model something like that then go ahead and watch the video for yourself. After that we will also see how we can use MassFX to simulate the rocks and help them form the shape of our wall. Now opposed to what i would do for a project like this and take it to Zbrush for sculpting, here we will see how we can get some interesting looking results by sticking with 3ds Max only. So in the start of the video you will see how to start from a few primitives, and from there extrapolate a starting mesh for our rocks. And to top that we even get to see some use of the MassFX tools that come prepacked with 3ds Max. The reason why i liked the idea of making this video about this theme in particular is the fact that it can be a good example that can help me showcase the use of the Bloob compound object, as well as some modeling techniques that can help you get a generic rock without having to go outside of 3ds Max. ![]() Namely one of the guys there was curious as to how you would go around and model a gabion wall (basically a bunch of rocks inside a wire mesh) without using maps. ![]() Just like you will be able to see in the video once you start watching it, i got the idea about making this video from a tutorial request from the Evermotion Forums.
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