Modeling bean-bag chair in 3ds Max, mini tutorial

🤖
26 May, 2013 Usco

Hello everyone 🙂 This is a short lesson about:

How to simulate a chair-bag.

Dmitriy writes:

Hello! How to create a chair Bag (bulb)? On the Internet I can not find a tutorial for creating chairs pears: | As I understand it to create it is not very difficult (could be wrong 👌) and on the basis of the lessons which in the models did dents using BEVEL! I also tried to do so😁 but got a delirium 🙄 could, would not you tell me how to make a chair, not necessarily what is in the picture (sorry if I shall seem insolent 👌) Well, or at least, if you know where You can see the tutorial on how to make this chair, post a link. I hope you will help me 👍

(Bean Bag Modeling Mini Tutor)

CONTENTS: 1) Fig.1-12 Creation of the main form-blank. The goal is to determine the future form and its size. 2) Fig.13-16 At this stage it is already necessary to accurately give the final form. The goal is to create wrinkles and depressions. 3) Fig.17-31 Creation of seams on the ready-made form. After that, you need to put the camera and choose a suitable perspective for the render. The goal is to finally refine the form from the camera view-to correct the folds, to remove the additions, etc. 4) Fig. 32-37 Adding various straps, belts .. 🙂 DESCRIPTION OF STEPS: Create a pear shaped shape from the box. There will be 8 stitches in it, four of them will not be in all shape. If you need more and in the form, you can use [OilTank] from (Extended Primitives). 1] Create [Box] in the (Cube) mode approximately the right size; Align to the center of coordinates; We apply the modifier [TurboSmooth] with (Interations: 2); Pull the top and add the ribs. Convert to (Editable Poly). 2] We will use the [FFD 4x4x4] modifier on the view (Front) or (Left) to shape the shape. 3] We sharpen the vertex by selecting and moving the Control Points of the [FFD 4x4x4] modifier. 4] Since the forms are not enough for us, and we have nowhere to move the points, we turn off the modifier by selecting from its submenu (Collapse To). This field may again need to be converted to (Editable Poly). 5] Apply again [FFD 4x4x4] and sharpen the shape even more (if necessary according to your design). 6] Make the bottom flat. In the [Vertex] mode, enable (Use Soft Selection), select the bottom center point and adjust the value (Falloff) and move it up. 7] Make the hole above. Select the upper polygons. 8] Delete them [Delet]. 9] Select the top points. NOTE: It is easier to select points if you first select the hole using [Border] mode and then press [Ctrl] and click [Vertex]. 10] Give the hole a flat round shape. To do this, we use the function (Make Planar) - we will make points in one plane; We apply the modifier [Spherify] - we make the points uniformly in a circle. Apply the modifier (Collapse To). 11] The next step is to move the tip back and to the side (at your discretion). To do this, again apply the modifier [FFD 4x4x4] and moving only the central points move the tip. Other modifiers can be used: [FFD 3x3x3] or [FFD 2x2x2], but then the whole shape will move, and in this case the points will limit the effect on the rest of the form. The modifier smoothly changes the form, it is easier to control the plane. It can be applied as many times as necessary, overlapping, returning and changing something in one or the other and at the end make (Collapse To) and (Editable Poly).

12-16] In this step, you need to apply the modifier [TurboSmooth] with (Interations: 2) and to begin moving the vertices in mode [Vertex] on and off Soft Selection option (Use Soft Selection), add the edge (if needed). The modifier can be switched on and off for easy viewing smoother results after peredvizhek. The process of creative and quick. 17] Next, create the seams. We distinguish four main rib extending through a central portion 4 and on the edges of the form. 18] Press the square button (Settings) next to the option [Chamfer]; Ask a seam width, it should not be very big, because after smoothing [TurboSmooth] it will become wider. 19] Next, select the polygons within the next seam. NOTE: For quick selection of polygons should be in the mode of [Edge] to allocate pinching [Ctrl] 1 to any horizontal inside edge on each of the joints; press [Rind] - it immediately allocate all the horizontal edges within the seam; Still selected hold down [Ctrl] and click on the red square modes [Polygon] - Select all the polygons between selected earlier ribs; Hold [Alt] and deselect the 4 large landfills bottom of the form. 20] Press (Settings) next to the option [Bevel]; Select the type of extrusion (Local Normal) and pick up the necessary values ​​(Height) in this case, the "depth" and (Outline Amount) "width" bevel. 21] Select and delete the 8 uppermost polygons at the seams. 22] Result after these operations. 23] It looks like the shape after smoothing. Stitches strongly apart and inexpressive. To fix this you need to add 2 additional fins on each of the joints that do not give them much to disperse. 24] At first, select the side edges 4 stitches passing through the entire form. It's easier to do by selecting all 4 edges of the bottom of the form. Press [F3] for better control. After selection, press [Rind] - stand out the remaining edges belonging to the seams. 25] Now you need to add 2 additional fins on the edges. This is an option [Connect] select the additional settings (Settings); TIP: if you add only 1 segment (Segments) and push it to the edge (Slide) it appears that 3 have advanced to the edge of the ribs and 1 to the center. You can do individually and collectively, but if you add just 2 segment and push (Pinch) them, they will be equally and on the edge and inside. It remains to allocate 4 ribs on the inside, press the [Loop] - Select all the others [step 26], and delete them by pressing [Ctrl] + [BackSpace] on the keyboard [step 27]. 28] Mark shows us the remaining dates of the ribs. 29] showed the seams after smoothing. Left without any ribs, the right to the ribs. Add the remaining 4 edges using suture [Rind] and adding only 1 segment (Segments) and moving it to the edge (Slide). 30-31] General view with sutures. WARNING: all the action with the edges and points should be carried out at off modifier [TurboSmooth] and include it only for verification. 32] Create a "band" at the top of the form. To do this, in the mode of [Border], and select the upper edges of which create a separate spline by clicking [Create Shape From Selection]. Select the type of line "without smoothing» (Linear) 33] to select it and move to the mode "Show separately» (Isolation Mode) by pressing [Alt] + [Q]. 34] removes unnecessary peaks highlighting them and pressing [Delete]. Exit the "Show separately" mode by pressing [Exit Isolation Mode]. 35] Now let us make of it "band"; The scroll (Rendering) will include: (Enable In Renderer)? (Enable In Viewport) and choose the type of rectangular (Rectangular). Pick values ​​of length and width (Length, Width) taste. 36] Go to the "Show separately" mode; Convert to (Editable Poly); Add additional edges; Exit the mode. 37] Apply the modifier [FFD 3x3x3]; Move and rotate the point of achieving a customized fit modifier belt shape. Straps add a similar method to highlight a rib side, giving them volume and adjusting the modifier.



7 Jul, 2013 Anton (Staff Author)
7 Jul, 2013 # Re: Modeling bean-bag chair in 3ds Max, mini tutorial
Hello, Usco. Cool splint 👍 Thank you!


10 Oct, 2014 DAnet
10 Oct, 2014 # Re: Modeling bean-bag chair in 3ds Max, mini tutorial
THANK YOU, my good man! 🙂


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