Modeling classical furniture in 3ds Max

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29 Jul, 2011 Yellesar
29 Jul, 2011 # Re: Modeling classical furniture in 3ds Max
Again Hello 🙂 I have one question arose again, and I could not find the answer in Google, sings ask it here) in the past two months, doing modeling of classic patterns and make any pattern already nesostavlyaet problems but was very interesting how to build the forms of furniture? toyst something on which all patterns are hanging, for the forms is quite interesting and I would like to talk about their creation. here are a few images for which there is a form of: I beat bi uslishat very happy to answer 🙂


31 Jul, 2011 RenderStuff (Staff Author)
31 Jul, 2011 # Re: Modeling classical furniture in 3ds Max
Hello, Elesar! This is actually the easiest part in the simulation. Typically, the basis for the classic patterns Loft is banal form, at least so it can be imagined. In other words, slightly curved surface with a circular edge framing. For example, it is perfectly clear to the testimony you the screenshot of the sofa - top presented just monotonous "stretched" over the entire length of the profile, with the framing rounded stripes in 3d - thickened splines that are (and rounded) as we approach the transition zone with an abundance of patterns . If you look closely, it can be similar to and to all other parts of the so-called foundations, only in some places they are narrowed, in others - expanded. On the table, again, such a situation - an elongated profile, only this time he frames the slightly convex substrate extending from the table top. If we make a rough profile and pull it out and then narrow down and extend the relevant projections - will quite tolerable basis for holding patterns. The simulation classics only one problem (when it exists) - the lack of good reference design. Without a front view of the required patterns, their modeling is becoming very thankless job 🙂


29 Jul, 2011 Yellesar
15 Sep, 2011 # Re: Modeling classical furniture in 3ds Max
vishela form table it remains only to cut the thread but it is already a penny 👌 thanks 🙂 how everything is completed yet vilozhu result😉


16 Sep, 2011 Maks (Staff Author)
16 Sep, 2011 # Re: Modeling classical furniture in 3ds Max
Well, we wait 👍


29 Jul, 2011 Yellesar
16 Sep, 2011 # Re: Modeling classical furniture in 3ds Max
here) did) first so to speak😉 dala will be better🙂😁


29 Jul, 2011 Yellesar
17 Sep, 2011 # Re: Modeling classical furniture in 3ds Max
Here's another 🙂


29 Jul, 2011 Yellesar
17 Sep, 2011 # Re: Modeling classical furniture in 3ds Max

Ellesar, you are directly stamping them.

👌

I read the lessons from the archa and at first did not understand why he does not build the form from everywhere with the plaque, but splits it around, the main path is removed, then extrusion and cuts the edge between the vertices)
This method seemed to me not good because always at the beginning there were somewhere too many dots and nebilo with what to connect 🙄
Here's a small example of how I make a leaf in the acanthus style😉



1 we build the shape with a spline, and after converting it into poly.
2 at the level of points (so it is more convenient) cut the edge of the edge.
3 make an extrude (or bevel, to whom you like)
4 we see the edges and through the tool selekt and mov simply move them up or down to make some more interesting form ;-)
5 make two beehives downwards.
6,7 we see the edges.
8 make extruded ribs
9 Then, without removing the vision, we make a chamfer with a small value in order to give a more precise shape, and I made another one there.
10 we see the points on the edges (9 pieces on each side) and make them)
11 we see the ribs and make a small chamfer.
12 on the edges we have formed bad points kotroe need to also reduce the collapse or wold.
13 so they had to be reduced)
14 prepared sheet in acanthus style and ready for cutting on cnc machine 👌
That's actually all-in my opinion the whole chip in speed consists in the fact that I do not build the entire form with a spline, but with a spline, and then cut the edges where necessary😉
By speed, for example, so, this pattern with grapes made in 6 hours



Frame on the mirror 1 hour work

Http://www.free-lance.ru/users/3D_ellesar/viewproj.php?prjid=2885960

So that's it 🙂



16 Sep, 2011 Maks (Staff Author)
19 Sep, 2011 # Re: Modeling classical furniture in 3ds Max
Thank you for the detailed description, Ellesar! Just because it is - if you do Plano, then at the very initial topology it takes a very long time. A spline fast main prilovchilis put points in the right places. Everyone take note😉


19 Sep, 2011 mOPs
19 Sep, 2011 # Re: Modeling classical furniture in 3ds Max
Wow ... cool Ellesar! 👍 / went to draw ... /


15 Nov, 2011 Margarita
15 Nov, 2011 # Re: Modeling classical furniture in 3ds Max
Good evening! Please tell us in detail how to model this model beds and bedside tables! I'm new, looked here are some articles and I still can not figure out where to start modeling. I want to learn and simulate, but to no avail. Giving up, then I start again! If not too much trouble, please tell us! Bed: Corte Zari factory model Aida / here it is:


16 Sep, 2011 Maks (Staff Author)
15 Nov, 2011 # Re: Modeling classical furniture in 3ds Max
Hi, Margaret! I would like to note at once that the creation of 3d models of classic furniture requires a high level modeling skills. To make the image presented on the tables, for example, you need to have some experience, so to speak sense of form. They are a one-piece construction, gradually passing from one element to another. Someone who will make this beautiful locker, already knows how to do it 🙂 As for the bed, it can be divided into many parts, modeling which does not take much. Therefore, to begin with, I propose to do the bed. Here is a brief overview of how the easiest way to make this bed 1 - Headboard 1.1 - Upper frame:. 1.1a - Create a spline (Spline) section of the head 1.1b - Create a spline curvature of the head of 1.1V - Creating of the two spline object Loft 1.2 - Lower / rear frame: 1.2a - Box of two objects do headboard legs 1.2b - from the third of a horizontal bar boxing do 1.2V - Chertverty boxing do flat, and the entire width of the height of the head, cheat him enough height segments. Apply modifier FFD Box and it exhibited the same number of segments as in the box. Move point ffd boxing so that the flat box climbs over the head edge of the 1.3 - soft part:. 1.3 - Create a Plane object with multiple segments in height and width. Convert it to Editable Poly and delete at Polygon polygons that protrude (approximately) outside the head. Further, on the Vertex level, move point to an exact match with the curvature of the head. On Polygon level, select all the polygons and apply Bevel tool from the Edit Polygons rollout object editable Poly, to give the bulge. Apply TurboSmooth modifier. 1.4 - The tube (pigtail?) Along the upper frame: 1.4 - Clone a previously created object Loft Upper frame, convert it to Editable Poly, go to the Edge level. Select it the closest to the soft parts of the head longitudinal edge (Edge), press the Loop button in the upper rollout Selection. Click in the viewport right mouse button in the lower left Kwade select the item Create Shape. In the resulting window, select the item Linear. Delete the current object. Select spline made and give it a suitable tolischnu 2 - Frame 2.1 - Front feet:. 2.1a - create a profile spline top of the column and apply modifier Lathe with the number of segments 4. Turn off Smoothing. Rotate 45 degrees. 2.1b - to create the most feet tall box with a variety of segments on all dimensions, apply FFD Box with a convenient number of segments and move the point, to get the desired shape 2.2 - Horizontal bar:. 2.2 - Create a spline section, apply Extrude modifier makes it desirable in order. In the process of creating certain any more detailed questions - write with reference to the item number😉


25 Nov, 2011 Artem
25 Nov, 2011 # Re: Modeling classical furniture in 3ds Max
Hello! ) Tell people how to model this kind leg .. ((I can not understand.


16 Sep, 2011 Maks (Staff Author)
25 Nov, 2011 # Re: Modeling classical furniture in 3ds Max
Hi Artem! This is done SubD modeling . You create a Plane, konvertiruesh it into Editable Poly and increasing the ribs (Shift + Move), stitching (Collapse) and moving the tops, to achieve the desired shape, and repetition are applied TruboSmooth, aka SubD ivision 🙄


25 Nov, 2011 Artem
26 Nov, 2011 # Re: Modeling classical furniture in 3ds Max
This is what happens at the moment..Mne think I'm too complex low poly did ...


25 Nov, 2011 Artem
26 Nov, 2011 # Re: Modeling classical furniture in 3ds Max
Hooray Hooray Hooray🙂 Poluchilos🙂🙂🙂 Really went a bit the other way🙂 begins with the line repeats the overall shape)


16 Sep, 2011 Maks (Staff Author)
4 Dec, 2011 # Re: Modeling classical furniture in 3ds Max
Well, Artem! As you can see, the main thing to start 👍


29 Feb, 2012 Denis
29 Feb, 2012 # Re: Modeling classical furniture in 3ds Max
No resemblance to the original, and it is depressing .. -Here's my delirium. 🙄


16 Sep, 2011 Maks (Staff Author)
29 Feb, 2012 # Re: Modeling classical furniture in 3ds Max
Denis, and in my opinion, is quite bearable. You want a perfect resemblance? Then throw out the micro-photo, and look cool reference high resolution and honest work on one foot all day, adjusting the shape of the real and clearly. No good pictures - do it at random. But, as you suggest, look for similarities gray model neskolmi colored pixels is a thankless task, especially for you 🙄


1 Mar, 2012 cem
1 Mar, 2012 # Re: Modeling classical furniture in 3ds Max
All the good dnya.Rebyata forgive help how to simulate leg as fotke.Budu glad if someone will explain screenshots so ponyatnee.Ya himself doing Max a month such things very difficult for menya.Zaranee Thank you all.


19 Sep, 2011 mOPs
1 Mar, 2012 # Re: Modeling classical furniture in 3ds Max
By the way as an option, you can do this and spline modeling. Here is a small example of how: 1. Draw a spline basic components form the legs (I have not adhered's reference at all, promptly inserted at random, so it was faster, so do not look for similarities;🙂 2. Next, a method of making loft "blank" stem 3. In operation, the object of the contribution perehoim Deformations and click the Fit button. It allows you to edit the shape of Spline objects on each axis separately or symmetrically. I chose a symmetrical editing. 4.Dalee GetShape click and choose our spline The required form is received😉 If you want to get in shape, which is asymmetric axes, then need another spline and claim 4 is done for each axis separately with its spline. Either the same shape can be adjusted directly in the Fit Deformation window. Quickly clone leg 4 times primintivny modellingu at landfills, the lid on top, + materials + lighting environment and we've got "drunk table"😁 Drunk because he had the legs give way like a drunken 🙄


1 Mar, 2012 cem
2 Mar, 2012 # Re: Modeling classical furniture in 3ds Max
mOPs thank you very much can be a couple of mini lessons will be very grateful to you is better than 5-hour lessons on the internet modeling God Bless You


22 Jul, 2012 Denis
22 Jul, 2012 # Re: Modeling classical furniture in 3ds Max
Hello, please help .Rebyat zamodelit curl!


25 Jul, 2012 Denis
25 Jul, 2012 # Re: Modeling classical furniture in 3ds Max

Hello Denis!

Where to start if there is no experience in SubD modeling and do not feel the shape of the object very well? I can advise you to sketch the topology for yourself, in order to facilitate the further construction of the model.

First: immediately it becomes clear what kind of grid the model will be and some nuances in topology will disappear as the work progresses ... And in general I advise you to always think over the detail in advance, this approach justifies itself believe me😉. Let you spend more time, but you will already know exactly how the basic grid of the model looks like😁.

Secondly: I always try to break up complex objects into simpler ones, and you try to start with a simpler form ... and so in process of increasing complexity ... just on the way you will get used to the technique. Then you got it already priattachish and cut the grid on the junction of all the parts.



By the way, there is an old screen with the moment when I first encountered such complex forms. Remained with me after the repair piece of foam plastic cornice and I handle for myself in my mind, I thought about the basic topology and already reproduced the model itself according to the piece I had just described. This technique helped me a lot.



Try and print your reference picture with a pattern and a pencil to sketch the main grid. And it's best to do this in a bitmap editor. Just you will already have a ready reference with the basic thoughtful topology😁.

Try, spread the results in the course of modeling, if anything is corrected, everything will turn out, maybe not the first time, but start when you need 👌.



2 Sep, 2012 Denis
2 Sep, 2012 # Re: Modeling classical furniture in 3ds Max
Thus here is poluchaetsya 🙄


5 Apr, 2015 Roman
5 Apr, 2015 # Re: Modeling classical furniture in 3ds Max
Guys help rozobratsya how to make a foot in max: |


6 Apr, 2015 lis
6 Apr, 2015 # Re: Modeling classical furniture in 3ds Max

Roman, I'm sorry it took so long I was going to. Maybe you have already found the answer to your question. Here are screenshots of the screen as I did:





























 

Look. If something is unclear - ask. Prove more😉



5 Apr, 2015 Roman
10 Apr, 2015 # Re: Modeling classical furniture in 3ds Max
thank you very much lis) would like to see how very lofting all this beauty to do, everything is super


6 Apr, 2015 lis
11 Apr, 2015 # Re: Modeling classical furniture in 3ds Max

Hello, Roman! Glad I could help you a little. You can do this by lofting, but I'll explain it to you in another example. Using the CrossSection and Surface modifiers.
First I created a section of the object using the Star spline. In the Interpolation properties, I reset the Steps value to zero. (I turned off the additional segment splitting) I edited the external points a little. (Changed the value of Fillet Radius, and made Divide to external segments) And got this section. (Created in the Top window.) Naturally, the number of star beams and the sharpness of the outer corner should be chosen at your discretion.)

Then he created three copies of the section, distributed them upwards along the Z axis. The third copy (the uppermost) evenly reduced.


Then he created another copy of the star. Turned her into a circle. And located at the bottom. I made a circle from the copy of the star so that the number of vertices (points) coincided in each of the splines. If there are 46 points in one spline of points, and in another 45 - it turns out to be some kind of bjaka.

Then the lower section-circle copied upwards along Z. In general, I repeated the contours of the real leg. The general view of the arrangement of sections is as follows.

We select the lowest section (circle) and attach to it all the rest in ascending order. (Mess up the order with the attaché and will be byak)

Next, I recommend checking the location of the primary point in the splines. Usually it is highlighted in yellow among all points. We do this in the projection Top.


Next, use the CrossSection modifier.

And then the Surface modifier.

Then we apply the EditPoly modifier. Select the Hard value in the polygon properties. (I do not know how it works out for you, but after Surface, the smoothed polygons turned out muddy) After changing the properties of the polygons to Hard, the model is more attractive for appearance.

Well, the modifier of smoothing is followed.

We see that the longitudinal lines of the mold go to the top in a clockwise direction. This is due to the fact that the primary point of the uppermost section (circle) is offset from the others. I forgot to mention - to make the point primary enough to select it, and click the Make First button.

Below, I scattered the primary points in different directions. It turns out that's the kind of thing.



5 Apr, 2015 Roman
11 Apr, 2015 # Re: Modeling classical furniture in 3ds Max
thank you very much, your site-it is something.)


5 Apr, 2015 Roman
14 Apr, 2015 # Re: Modeling classical furniture in 3ds Max
and how to make a star out of a circle, and why devayd when Steps is zero ?? thanks in advance!!


6 Apr, 2015 lis
14 Apr, 2015 # Re: Modeling classical furniture in 3ds Max

You translate the spline into an editable polygon, select the polygon as a subobject, and apply the GeoPoly command. Then the edge is again in the spline using the Create Shape command. You can not do this, but simply create a polygon with the required number of vertices. Only care is needed. At first, I could not understand for a long time why after the Cross Section, garbage somehow turns out, although I did it by the lesson. Everything is simple - not only that the primary points are mixed up, and the number of points was different. I carefully read the lesson.
And Divide in this case has nothing to do with steps. Divide simply splits spline segments into equal parts on your team. And Steps is turned on if you select Creation Method - Smooth or Bezier when creating a spline, and is responsible for the smoothness of the spline bends. The more steps, the more segments are broken into a segment and the bend is more smooth. Try to create a spline with smooth curves, and then drop steps to zero. The spline will become angular. The Optimize and Adaptive checkboxes are responsible for:
Optimize - optimizes the number of points on a curved segment, depends on the value of Steps. For example, you indicated Steps equal to 3. (when the check marks are cleared, all segments of the spline will be divided into four parts, three points will be added to the segment). When Optimise is enabled, you will only break up the segments where necessary. There is a bend in the segment - there will be a splitting, no bending - no splitting.
Adaptive - does not depend on Steps. This option itself decides on how many parts to break the segment for optimal smoothing, so that it does not look angular, but also to use fewer points. On direct segments, the partition does not.
Something like this.



6 Apr, 2015 lis
14 Apr, 2015 # Re: Modeling classical furniture in 3ds Max
Yes, still. Divide into segments adds editable point, visible. And Steps adds invisible. Ie spline curved, but all the points you can not see. They will then, when you decide to convert a spline to an editable polygon.


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