Subscribe
Showing posts with label 3D MAX DESIGN. Show all posts
Showing posts with label 3D MAX DESIGN. Show all posts

Friday, February 15, 2008

An Apple Fruit Free 3d Model

Free 3D Model of an Apple using polygon in 3D Studio Max

Here is an example of making an Apple Fruit 3D model using polygon in 3D Studio Max. You can see the image below without the meshsmooth. This is more like a 3D tutorial for you to study the placements of vertices and the subdivisions of the polygon.

Polygon 3D Model of an Apple before meshsmooth

Here is the final result with Meshsmooth and you can download the Free 3D Model of the Apple

3D Model of an Apple fruit

Download Link of the Free 3D Apple : http://www.mrcad.com/download/apple.rar

The .rar contains the .max in 3D Studio Max 6 file format

FREE 3D Models to Download

Free 3D Models

Free Tooth Model

A nice Cowboy tooth 3D model for all of you with a tooth brush and paste. You can Download the untextured .3ds 3d model.

Free 3D Model Download : http://www.mrcad.com/download/Mr-Tooth.zip


3D Model

Mr Tusker 3d model

Its an ugly furious Dog like character with Tuskers made using 3D Studio Max polygons. You can download the untextured .3ds file from the zip.

Free 3D Model Download : http://www.mrcad.com/download/Mr-Tusker.zip

Free Office Table 3D Model

Free office table 3d model

The zip file contains .3ds file for the 3D Furniture of the office Table

Free 3D Model Download : http://www.mrcad.com/download/office-table.zip

ee 3D Models for 3D Studio MAX and other 3D Softwares

Download a Few Free 3D Models from MrCAD’s Library.

3D Animal - Grimbor

3D Animal

Here’s an example of a complex poly modeling using 3d studio Max. You can download the 3d model without textures and hair. The zip file contains .3ds file which can easily be imported in almost all 3D Softwares

Download the FREE 3D Model : http://www.mrcad.com/download/3d-grimbor-animal.zip

A Baby Lion Designer Chair Model

 3d designer chair

A Designer Furniture Chair from the MrFurniture Collection of furnitures. Its created using the polygon subd. Feel free to use it in your renders. The zip contain .3ds file format which can easily be imported in most of the 3d Softwares

Download the FREE 3D Model : http://www.mrcad.com/download/baby-lion-designer-chair.zip

3D Curtain / Drape Model

free 3D Curtain Drape Model

A very useful Curtain / Drape Model for your scenes. The Curtain was made using edit poly too. The zip contains a .3ds file which can be used in most of the 3d applications.

Download the FREE 3D Model : http://www.mrcad.com/download/curtain-polygon.zip

3D Studio Max 8 Radiosity Room Setup

3d studio max radiosity setup

For all you beginners trying to figure of the radiosity lighting techniques can download this scene as a reference. You can see how fast the scene render with the quality that you see on the image. 3D Studio Max radiosity has alot of benefits since you only need to compute the radiosity once and can animate with the same lighting quality. Well you can further tweak the values from the radiosity panel to get different results. The zip file contain 3D Studio Max 8 (.max) file format.

Download the FREE 3D Model : http://www.mrcad.com/download/radiosity-room-setup.zip

Dining Table Free 3D Model

Dining Table

Download the Free Dining Table Model for your Dining Room Interior Renders. The zip file contains .3ds and .max (3ds max model. If you wish to download the sketchup Model for the Dining Table see the below Link

Free Dining Table Download

Free Dining Table SketchUP Model

Towel Napkin Free 3D Model

Towel Napkin
Towel Napkin 3D Model made using 3ds max 8
Towel Napkin

Towel Napkin 3D Model Made using 3ds Max 8. I have attached the .3ds and .max 8 File format files in the zip. The zip file also has the Bump Map Texture used in the Towel. Give the credits to MrCAD.com site if you use them.

Do visit again for more free 3d models update.

Free 3D Towel Napkin Model Download

Free 3D House / Building Model

Free 3D Model of a House

3d house building render
3D House Building render

Feel Free to use the new 3D House model. Please remember to give the credits to www.mrcad.com if you make use of it commercially.
I have attached the .max in 3ds max 8 ver and .3ds file format within the zip file.

Free 3D House Model

Free 3D Models of Chairs

You can Download the new Free 3D Models of Chairs from the Mr Furniture Collection. All the Models are available in .3ds file format. Please make sure that you can use these in your work and not alter resell them in any form .. all the Copyrights belong to MrCAD India Pvt. Ltd.

Free 3D Chair 054
3D Chair Free 3D Model
Download Free 3D Model Chair 054


Free 3D Chair 055
Free 3D Model of a Chair
Download Free 3D Model Chair 055


Free 3D Chair 056
Free 3D Model of a Chair
Download Free 3D Model Chair 056


Free 3D Chair 057
Free 3D Model of a Metal Chair
Download Free 3D Model Chair 057

Hope you like the Free 3D models and more would come soon….so keep watching


Boomer Labs - Sound Trax for 3dsMax 9

+ Sound Trax has updated Sound Trax plugin, now compatible with 3ds Max 9 version. Sound Trax can manipulate multiple tracks of audio files within 3ds max. This functionality is invaluable when timing animation to a musical score, or for lip-synching multiple characters. Add as many .wav files in as many formats as you need. Boomer Labs is pleased to deliver this capability for 3ds max 6, 7, 8 and 9 (both 32bit and x64bit). Some of Sound Trax features includes;
- Add up to 100 audio tracks
- Animate the volume of each track
- Normalize the output audio
- Support PCM and compressed audio in AVI and WAV files with up to 6 output channels
- Backwards Playback (“Ping Pong” mode)
- Export audio to a WAV file or add it to an existing AVI
- Accurately play back audio at 1/4, 1/2, 1, 2 and 4 times speed to match viewport play rate
- Render audio to match playback speed
- Manage multiple sound effect directories
- Support audio playback during motion capture
- Use a greatly improved audio interface (including 4 fixes to 3ds max audio bugs)
- Extend MaxScript Support with 46 scriptable audio commands
For more information and demo download, please -
Click Here!

3D Spikes

1. Start by going to Objects > Primitive > Platonic.

2. Structure > Make Editable.

3. Select the polygon tool.

4. Edit > Select All.

5. Structure > Extrude.

6. Now on the right you have 3 tabs you want to select the Active Tool tab, and use uncheck the Preserve Groups box then hit apply.

7. Objects > Deformation > Explosion FX, then click and hold the Explosion FX and drag to Plantonic until the arrow points down then release.

8. Objects > NURBS > HyperNURBS.

9. Now click and hold the Platonic and drag to HyperNURBS until the arrow points down then release.

10. Now you can click and hold in the middle of the explosion and drag Northeast as far as you like to get a spikey render.

11. Now go to Render > Render Settings

12. Under Output make it any size you wish, than under Save use the following...

13. Render > Render to Picture Viewer

14. File > Save as

My Final:


3D Design Cel Renderer: Wireframe Renders

Note: I take no responsibility to this technique. This is one of the many ways you can do this.

Hello! Thought I'd give you all a tutorial on how to do wireframe renders. Seems that a lot of things look pretty cool with wireframe renders, especially some really detailed things.

Today I'll be using something simple. It consists of 2 cylinders and a cone. I'm sure you'll recognize it when you see some screenshots. Let's get started shall we?

1. Open a .C4D scene file that you'd like to render a wireframe for. Here's mine:

2. Now go to your render options. (CTRL + B or Render > Render Settings)

3. In the left list pane of the window look for "Effects". It is towards the bottom. Click on it and it should now be highlighted.

4. At the top right hand corner there should be text that says, " Post Effects"

To the right of that there is an arrow button that points to the right. Click on it and select "Cel Renderer"

5. Now you should see some new options at the bottom of that render options window. Configure it to look like this:

Let me explain each option:

Outline: This renders just an outline of your scene. (Bottom of this tutorial is an example)
Edges: This actually renders the wireframe. This is the key option we're using in this tutorial.
Edge Color: This defines what color you actually want the wireframe or outline to be
Background Color: This defines what the back

ground of the wireframe should be

There's a couple more options in there but I'm going to let you play with those. Now back on track.

6. Do a quick test render (CTRL + R or Render > Render View)

You should end up with something like this:


Now what about that outline option with no edge option enabled? Here's what I meant by it outlining your scene:


This concludes the tutorial! If you have any que

stions or concerns about this tutorial just make a post here and I'd be glad to answer it for you.

3D Animation Workshop: 3d modeling tutorials, lessons

3D models of Furnitures and seamless 3D Textures from Mr Furniture for Architectural Illustration, Interior Design 3D Visualization and 3D Renderings. We have worked hard to provide you with a large collection of 3D furniture and furnishing 3D models including free 3D models for download. Most of the 3D furniture models are available in .max and .3ds file format at the moment for 3D / CAD applications like AutoCAD, 3d studio max, Lightwave, Sketch Up etc. Do check out our Vray Render 3d Models. So go ahead and explore our 3d model library.Free 3d models will be updated regularly.

What is Gimbal Lock and why Does it Occur?

What is gimbal lock? Gimbal lock is the phenomenon of two rotational axis of an object pointing in the same direction. Simply put, it means your object won't rotate how you think it ought to rotate. Gimbal lock is frustrating problem that every CG artist will face sometime in their career and it always happens at the worst possible time. Gimbal lock occurs when animating an object with a rotational matrix known as Eular (pronounced Oiler) angles. It's a general limitation of that type of rotational matrix.

Any system that uses Eular angles (Maya, Max, Lightwave, Softimage) will have problems with gimbal lock. The reason for this is that Eular angles evaluate each axis independently in a set order. In the case of 3DS Max that order is generally X,Y,Z (you can change the order to whatever you'd like however) meaning ... first the object travels down the X axis. When that operation is complete it then travels down the Y axis, and finally the Z axis. The problem with gimbal lock occurs when you rotate the object down the Y axis, say 90 degrees. Since the X component has already been evaluated it doesn't get carried along with the other two axis. What winds up happening is the X and Z axis get pointed down the same axis.


Here's a sample of that phenomenon in 3DS Max. If you download and open the file, select the dummy and rotate it down it's local Y axis 90 degrees you will actually see it's matrix gimbal lock. If your going to use Eular angles (and every 3D package has them somewhere) your going to have problems with gimbal lock. The only advantage to using Eular angles is that they are much easier for an artist to read and conceptualize than a Quaternion Rotation.

Quaternion Rotations are far more powerful and robust. In Max, TCB controllers use Quaternion math to find their orientation. Quat rotations evaluate all three axis at the same time to find a direction to travel and a fourth value (the w component or up vector) to tell the matrix how far to travel. The advantage to using Quat rotation is that you never have to worry about Gimbal Lock. It simply can not happen because all three axis get updated at the same time. The down side to using Quats is they are far more complicated to read and conceptualize than an Eular angle. RotationScript controllers in Max are Quat rotations which makes them far more powerful than Eular angles and expressions but they are also much more difficult to use and understand.

I generally chose to use Eular angles on my puppets because they are easy to understand and animate with. You just have to keep in mind that an Eular angle, no matter what you call it (Local Eular, World Eular, XYZ Bezier) is still an Eular angle and as such, has severe limitations.

A few things to keep in mind when working with Eular angles to keep you from going Postal:

  1. If your object only needs to rotate along one axis, change the order of axis to match i.e.. if your rotating down the Y axis make the order of axis Y,Z,X.

  2. If your rotating down two axis, change the order of axis to correspond with the first and last axis i.e... if your rotating down the X and Y axis, change the order of axis to X,Z,Y

  3. If your rotating down all three axis be aware that there will be areas where gimbal lock will occur. Try to place those areas far enough out of the way that they won't be a problem or separate the axis with an additional node (even this isn't enough sometimes)

  4. In certain specific cases, the parent of an object can actually gimbal lock it's child (I won't go into the math involved here) Try placing an extra Quat node in the chain between these two nodes. You can see a good example of this in 3DS Max if you link anything using Eular angles to a Biped. Instant Gimbal Lock. One workaround is to link a dummy with TCB controllers (Quat) to the biped first, then link your chain to the dummy.

  5. The first axis evaluated will always happen in the objects local coordinate orientation

  6. The last axis evaluated will generally happen in a world coordinate orientation

With careful planning and a little fore thought you'll be able to keep gimbal lock to a minimum. Happy animating.

3D EFFECTS Light & Dark

I know you are all looking at this image and wondering, uh you lost it or something? I see no fancy colors, no stylized brushwork ugh argh why waste my time with this? Well, I think you'll all be surprised in where this goes. So here we go.

The thought process behind all this is simply, simple form. All great painters of the past worked with this formula. Either by understanding the understructure of the object painted(anatomy), or by the way the form is lit in an environment (surface).

The problem most everyone seems to have with painting the human head is they paint colors that they see them in a photograph, but they don't paint a guy, a 3-dimensional man. The construction is substituted by fancy colors that matched the photo, with a lack of understanding as to why these colors were being painted in the first place.

image 2

What I have done here is construct in 3D, the four basic shapes that make up just about anything the artist is going to draw or paint, the cone, sphere, cube and cylinder. The reality of it is, everything has dimensional form, usually comprising one or more of these basic shapes. The human head isn`t just one of these basic forms, but a blend of several of them, creating a very complex form. For example, The skullcap of our old man isn`t just a simple sphere, but a spherized cube, with many subsurface planes that we will discuss in later installments of this tutorial.

If you look at all these objects in the photos, they are 3d objects photographed 2 dimensionally, i.e. a flat picture plane. All things in depth are now compressed into one depth of field. To the beginning artist, the thought of seeing 3-dimensionally into a photograph seems almost preposterous. There is so much stuff happening in the photo to make any beginner nervous, that the concept of 3-dimensionality doesn`t really connect or jive with them at this point. So many beginners take the photo and try to copy the shapes of the colors they see, but forget that these dark and light shapes are actually interconnected to all the other little shapes of color or value till they all combined create a head, or a tree or a car or whatever the photo has recorded. You need to start seeing a photograph this way. Do not just look at the flat photo, look at what is going on in the photo, and try to draw the dimensionality of the objects that you see in the photo. This is why drawing from life is so crucial. Understanding form in 3d is the key to great painting and drawing (or if you're a 3-D artist, modeling). This is also going to be a very difficult task, one that could literally take years for some to grasp. Hopefully we will all grasp this stuff much sooner.

Moving onto our shapes; the sphere, cone and cylinder are all rounded in form. They have what is known as a form shadow on their surface, otherwise know as a core shadow. This shadow edge separates the light side from the dark side. Where this shadow starts is where the form of whatever this object is at its widest point perpendicular to the light source. Refer to the images. The dark side of these forms usually have what is known as reflective lighting on them. This lighting is caused by the surrounding surfaces of the object bouncing our light source back at the object, obviously with less intensity than our direct source of light. There is a gradation of value on this side, usually lighter at the back edge of the object, and darkening toward the core of the shadow. This core is so dark because it is absolutely perpendicular to the light, the only plane that is not directly lit. There is some bounce light from the surrounding area but, it is extremely minimal. On the directly lit side of our rounded objects, at least in the direction I lit them all, the hottest or brightest planes are in the middle of the light side, again, note the images. There is also value transition on this side. Only it is darker toward the edge of the object, and usually lightens as it approaches the core shadow. With this in mind, it is important to note that when drawing or painting, there is a limited range of value you use on the light and dark side of all things drawn. when working on the light side of an object, work in the value range of 0-4 according to the chart. 0 being absolute white. when working on the dark side of an object, work in the value range of 7-10. values 5 and 6 to be avoided so as not to wash everything out together in half tone.

image 3

The biggest problem most people have is that they don`t paint in light and dark. They muddie up pictures in the middle value range, not giving the image any dynamic lighting or depth in the object. Just a lot of pretty cartoon colored objects. Most prime time cartoons work in this pallete, with no significant shadows or lighting.


With our cube, we have defined planes, with no soft transition between them. Thus, we have no core shadow any more, just a sharp plane change with a very hard edge. While this object isn`t round, it still has value banding on each of it`s surfaces. On the direct light side, you can see the values go from very hot in the upper left had corner, and a bit darker in the lower right hand corner. The same with the dark side and the secondary light plane. Unless the light is very large, say like a sun, there is always going to be fall off from the most intense spot of illumination. Look at lights at night, brightest at the bulb, and quickly falls off in a circular halo surrounding the hot spot, and quickly fades to black.

And finally we have a cast shadow eminating from all these objects. Everything on this planet, save vampires and other undead ghoulies cast shadows. No light can pass through our solid mass, thus the mass casts its shadow on whatever form it is near, if that object stands between the light and the surface.

How do all these relatively basic shapes fit into our picture of the old man? Well, I quickly threw together all the basic shapes we have together to show you the simplest construction of this image. Given, his head is much more complex than the image I created with the primitive shapes, but this complexity is based upon the muscle bone and tendon structure under the skin that make it so. But the root of all this begins with absolutely basic shapes, like the ones I created. This guy has depth, this guy has form, and the light is directly hitting, or reflecting back onto him. The light values on the light side never compete with the lighter values of dark on the dark side of him. He is not directly lit, he is indirectly lit in a fairly bright place, so he has a lot of reflective color bouncing into his skin tones. These colors are what they are, and the value that they are based on the planes of the head, and which way these planes are facing the light sources mentioned above. He doesn`t just have technocolored skin, like so many of the paintings I've seen.


image 6

Another part of this assignment, I want everyone to go out and look at everything surrounding them, find what objects interest you most, and see if you can break them down into their bare basic forms, overlooking all the surface details. For example, an airplane is comprised of a cylinder, a cone, and several flattened boxes for the wings. Absolute basic shapes. This will start you thinking in basics, which you really should always be doing first when making any image.

Touching upon that word, perspective, that is what you are doing here when you are finding the full volume of a shape, you are finding its perspective in 3d space. Sometime here soon, everyone should go out and purchase a book on perspective. It can be learned in about two days of really hitting the book and recreating some of the perspective imagery you see. Oh yeah, read the book too. The best one I have found is by Dover called Creative Perspective for Artists and Illustrators. I am telling you, this directly ties to what we are learning right now.

Separate the light side from the dark side. Light side using 0-4 on the value scale, and 7-10 in the dark side. No light value should ever be as dark as the light value on the dark side, and no light on the dark side should be as light as the darkest light on the light side of the object. Think about this a bit, it makes perfect sense, and is absolute for we artisans

Good luck with your assignments, happy arting

Recomened Books

  • Andrew Loomis-Figure Drawing for all its worth
  • Andrew Loomis-Creative Illustration
  • Andrew Loomis-Fun with the Pencil
  • Andrew Loomis-Drawing the Head and Hands
  • Andrew Loomis-Successful Drawing

Anatomy

  • Bridgeman's Complete Guide to Drawing from Life
  • Stephen Peck-Atlas of Human Anatomy for the Artist
  • John Vanderpoel-The Human Figure
  • Fritz Schider-An Atlas of Anatomy For Artists

Perspective

  • Dora Miriam Norton-Freehand Perspective and Sketching
  • Arthur Guptill-Sketching as a Hobby
  • Guptill-Sketching and Rendering in Pencil
  • Ernest Watson-Creative Perspective for Artists and Illustrators

The Famous Artists Courses from the Fifties to the early 1970's

I would tend to stray away from the Hogarth books, only because what he does is purely inventive, not using real models or anything for his basis of structure. As a result, his images tend to be a bit too sinuey, rubber like, and just not quite right. Bridgeman though is a bible that no artist should be without.

3D MAX DESIGN Human Head

Step 1. This is the biggy. This step dictates the entire head drawing, and or pose for that matter if you are attaching an entire body to this. Start with a sphere, freehand will do, so long as it reads as a ball. You are going to divide the sphere into halves, then fourths. There will be 8 sections total. Think of this as a 3D sphere, which you should do anyway, because what you draw will ultimately be 3 dimensional. Once the sphere has been evenly divided you are going to find the golden cross section that dictates and determines the size, shape, tilt, character, and proportions of the head to be drawn. The cross section determines where the brow line begins, and divides our face plane in half with a centerline. These divisions also help determine where the ear will sit on the side of the head. Amazing how it all comes down to a simple cross section, isn't it?

The centerline of the face is derived from our cross section. This centerline is drawn next. Note that the centerline of the head doesn't follow the form of the sphere once we have established the cross section. Why? Because, the chin extends away from the sphere shape. If our chin was a part of this sphere, we would have a pretty darn round face. It doesn't have to be any particular length at this point, it is only there to establish the two main divisions of the head, or divides the head into an even left and right half.

With a minimal degree of shifting of one feature or another, all faces are fairly symmetrical. I say minimal degree of shifting of features, meaning not everyone's eyes are perfectly even across the face laterally, not everyone's ears are laterally even, etc. Lyle Lovett for example, really asymmetrical. But his face still is evenly divided, and it has all the components required to call it a head.

Once you know the tilt, have found the cross section, and laid in the centerline of the head, your next step is to shave to two side of our sphere on either side of the cross section. This will help you begin forming the side planes of the head. Why shave them? Well, the skull isn't actually round like a ball, but flattened on all sides with a fairly round top for the skullcap. Keeping those round side planes would actually be deceiving, and the skull drawn would end up a little too wide, awkward looking, and the ears would be mounted on these little tiny ends, with no real cohesive attachment to the whole.


Step 2. Now that you have the cross section established, the next thing you will do is divide the head into thirds. This is the golden division you will use to lay all of the feature elements of the skull upon, i.e., the eyes, nose lips, ears, and so on. The primary, or stock look for the average human is even divisions between these thirds. But once understood, these divisions will be your guide to drawing charactures, character types for stories, or whatever. These divisions are as important as the golden cross section that began all this. The upper third is what you start with. This establishes the divisional units of the skull, i.e. it creates the volume to which the other 2/3rds will be measured. The upper 1/3rd is from the hairline to the brow line.

The 2-nd division establishes the location for the nose, ears, and eyes. Remember, when you find the nose, you have also found the ears. They follow the top of the nose, or brow ridge, and the bottom of the nose division evenly with just about everyone. Knowing this will help you. I see many drawings and paintings where the ears look like they were pasted on to the skull after the fact because of little or no understanding of proper proportion, or placement were privy. The middle divisions go between the top of the brow, to the base, or bottom of the nose.

The lower 3-rd sets up where your mouth goes, and finishes the skull with locating the bottom of the chin. Thus, this lower 3rd goes from the bottom of the nose to the bottom of the chin. These divisions of thirds wrap entirely around the skull. These divisions remain evenly proportioned no matter what the tilt of the head is. So if the head is looking straight up, all the divisions will be shrunk down to little segments, but still even in their division. This is soooo important in placing all the features on the head.

The side division of the head helps place the ear in its correct position, to the left of the vertical division line for the right ear, and to the right of the vert line on the left side of the head. This vertical division also tells you where the jaw begins, since it attaches to the skull just in front of the ears.

When it is all said and done, and this golden division of thirds is well understood, and heavily practiced to the point of intuitive understanding, the rules of proper thirds can be broken. This is where character types are created. They don't necessarily follow proper spacing and placing, but rather take on their own divisions. This is valuable information for spacing and placing the features on the face. I can't stress this stuff enough. I see many a drawing and painting that just didn't quite work because these basic principals weren't known. Remember it well, and you will always draw a properly divided, and proportioned head, or head attached to a body in a figure drawing.