Thanks for the comment. However, your technique would have destroyed the randomized surface effect. If you don't have the geo generated by the turbosmooths, then the noise would not have geo to displace the front surface. Yes, you would have fewer polys with a chamfer, but at the cost of making the surface flat. Not rocky looking.
@@eudymaverickmentor im quite beggining since last september into 3ds max and now I want to create a scary looking church in u real engine. Will create modular kit for modelisation and then texture it and create a nice looking scene in unreal.
@@gastonbob3308 Awesome exercise. Be sure to set Max up correctly by changing the world scale to centimeters (it defaults to inches). That way the modular parts you make in Max will be the correct scale in the Unreal engine.
Well thank you so very much. Exactly what I needed to do!. There's actually a "Paid" script that seems to do just this. Using a Voronoi noise and dunno what else. Anyway, saved me a few scheckles. thanks again!
Excellent tutorial ! I appreciate. I've sucessfully reproduce it (with hole for doors / windows). My only trouble is the following one : how can we do to make perpendicular walls with correct rocks on the common edge of both wall ? I'm trying to apply your tuto to make 3D Print house for the D&D Role Game of my son :)
Great Video!!! For some reason when i assign the multi sub object levels, the brick looks like it has black lines through it, any idea on how I could fix this?
Love the video! It was very helpful. Would it be possible to curve this wall? or wrap it on a curved surface? If so how would you recommend doing that?
Ryan. This is pretty easy to do. There are two ways to approach it. One way is by applying a "Bend" modifier to the piece. This will get you a perfectly round piece. If you want it curved but not round, say an irregular curved flow, then draw a spline that mimics the curve you want and apply a "World Space (WSM)" Path Deform modifier to the object and then select the spline you drew. Be sure to select "Move to Path" to move the wall to the spline. It will place it on the "first vertex" end of the spline. If the wall flips itself so it is facing the opposite direction then put 180 degrees in the rotation. One last thing. If the wall is distorting, then you will need to go back and place a "Normalize Spline" modifier on the spline to make the spline have even tension. Hope this helps.
One last thing. My view is stuck in what appears to be "wire frame" mode. I would like to change the view settings to view my plane and objects similar to yours on the video (solid or 3D). What settings would you recommend adjusting.
That was my initial thought too so I tried it but had little success. However if the object is not selected it reverts back to a wireframe view. I wish I could show you a screen shot.
great tut, sir! it helped me with modeling alot! i have one question: what if you wanted to put different bitmaps on stone faces (randomly)? let's say about 15 different bitmaps.. how would you do it?would yo use Material by Element, or somthing else? thx!
While I understand the modeling part of this video, the shader part I cannot follow, since the version of 3DS MAX I'm using is 2021, and it doesn't use Mental Ray anymore. Could there be an update to that section?
Hi Peruvian. Make two changes. Arch & Design Material (Mental Ray) to a Physical Material (Autodesk). For the Mulit/Sub Map (Mental Ray) use an "OSL: Material ID" to a "osl: 1 of N (Color)" map. The rest would be the same. You don't need the color nodes from the original tutorial since the "osl: 1 of N (Color)" map has them built in. cdn.discordapp.com/attachments/797823598655438898/896059847278223360/unknown.png
I think this class was awesome but I do have one question. I couldn't figure out which item in the material editor you actually assigned to the object. I understand everything in the video but could figure out which item you physically assigned to the object.
Hi Kevin, I'm not sure of your question. I applied the shader to the surface, It is an Arch & Design because I am using Mental Ray. It is labeled StoneWork. There is one Material. All of the other nodes are maps. Maps cannot be applied directly to a surface. They have to be plugged into a Material. Hope this helps.
So I guess my version 2017 must be different from the version you are using. That particular item is not available on my version they have concrete and metal but no stonework.
Kevin, Sorry for the confusion. Just to be clear, the tutorial was done in 2016, not 2017. But it shouldn't make any difference from the tutorial point of view. I am not using pre-made materials. I am making custom materials. I am using Mental Ray as my rendering engine. Be sure you have it installed. It is an add-on now in 2017. It is free for students. You can get it here. www.nvidia.com/object/mental-ray-3ds-max.html Then I am using the Arch & Design material for the tutorial. "I" labeled the material "Stonework" as I was using it for stones. I hope this clarifies. Some other videos that might help you are these. Surfacing Terminology ruclips.net/video/7Cg8XGTN_BI/видео.html Surfacing Patterns | Theory ruclips.net/video/6vazcmnxJwY/видео.html Setting up 3dsMax for Production ruclips.net/video/rqhKYF53cgI/видео.html Setting Up 3dsMax 2016 & Basic Mapping Coordinates ruclips.net/video/IlcLYiOVjPM/видео.html
Autodesk has been slowly scaling back I-Ray and Mental Ray because NVIDIA is now charging for it. In 2018 it is really scaled back to where it is just kind of a sub renderer. So on the 2017 version they changed some stuff as far as Mental Ray and I-Ray but I did find a work around. Thanks for the help.
Actually, it has nothing to do with NVIDIA. Autodesk bought Solid Angle early last year. So they will be shifting to Arnold. Maya 2017 already has Arnold in it. And you can now download Arnold for Max. But it watermarks your renders. Maybe eventually Autodesk will include a full license, who knows. Even Autodesk doesn't know. So it may end up that there is no longer a free Physical Based renderer for Maya and Max. Except RenderMan for Maya. I am using Mental Ray in both Max 2016 and 2017. Looks all the same to me.
Now a new question. I am developing a videogame. And I made a wall using your tips. But for videogames, objects must be not very detailed because it will demand more power from the processor and graphic card. It's there any way to create a realistic wall like that on this video but for videogames? Thanks again.
Dalton. That question is a little vague. I am going to assume maybe you are talking about the "Polygon Modeling" tab in the "Ribbon" at the top. Like at frame 3:28. 3dsMax is context sensitive. So if you are trying to click on the "Generate Topology" button it will be grayed out unless you have an Editable Poly selected. In the video I created a plane and then converted it to an Editable Poly. With this selected then you will be able to select "Generate Topology". Hopefully this helps.
Since last summer, when I started learning 3D arts, I 've learned a lot of great things. This one is among the best tricks. Thank you, sir! :-D
A step-by-step for the material editor would be helpful. I got overwhelmed and lost on that part!
Thank you very much, the tutorial helped me a lot. 👍
Thanks for the video. It was exactly the kind of explanations I was looking for
if you want to curve the edge you could have done an inset, and then hold ctrl and click on edge and apply a chamfer. That way you have less poly.
Thanks for the comment. However, your technique would have destroyed the randomized surface effect. If you don't have the geo generated by the turbosmooths, then the noise would not have geo to displace the front surface. Yes, you would have fewer polys with a chamfer, but at the cost of making the surface flat. Not rocky looking.
Really appreciated the come back, i need to make a modular kit as a school project. Going to make a church modular kit
@@eudymaverickmentor im quite beggining since last september into 3ds max and now I want to create a scary looking church in u real engine. Will create modular kit for modelisation and then texture it and create a nice looking scene in unreal.
@@gastonbob3308 Awesome exercise. Be sure to set Max up correctly by changing the world scale to centimeters (it defaults to inches). That way the modular parts you make in Max will be the correct scale in the Unreal engine.
Well thank you so very much. Exactly what I needed to do!. There's actually a "Paid" script that seems to do just this. Using a Voronoi noise and dunno what else.
Anyway, saved me a few scheckles. thanks again!
Excellent tutorial ! I appreciate.
I've sucessfully reproduce it (with hole for doors / windows).
My only trouble is the following one : how can we do to make perpendicular walls with correct rocks on the common edge of both wall ?
I'm trying to apply your tuto to make 3D Print house for the D&D Role Game of my son :)
the microphone though! Do you do Voice Overs sir? You would succeed in that industry
Thanks for the kind words, Cliff.
Thanks my friend, this video helps me a lot! And by the way, u have a nice voice!
Glad the video helped you. Thanks for the kind words.
Is there a selection to be rectangle shape...?
Man this tutorial is what i need
Later on, could you do zoom in on video of the setting you use?
Guess not
Nice one , just what I needed :)
Great Video!!! For some reason when i assign the multi sub object levels, the brick looks like it has black lines through it, any idea on how I could fix this?
Love the video! It was very helpful. Would it be possible to curve this wall? or wrap it on a curved surface? If so how would you recommend doing that?
Ryan. This is pretty easy to do. There are two ways to approach it. One way is by applying a "Bend" modifier to the piece. This will get you a perfectly round piece. If you want it curved but not round, say an irregular curved flow, then draw a spline that mimics the curve you want and apply a "World Space (WSM)" Path Deform modifier to the object and then select the spline you drew. Be sure to select "Move to Path" to move the wall to the spline. It will place it on the "first vertex" end of the spline. If the wall flips itself so it is facing the opposite direction then put 180 degrees in the rotation. One last thing. If the wall is distorting, then you will need to go back and place a "Normalize Spline" modifier on the spline to make the spline have even tension. Hope this helps.
Thank you! I really appreciate the help.
One last thing. My view is stuck in what appears to be "wire frame" mode. I would like to change the view settings to view my plane and objects similar to yours on the video (solid or 3D). What settings would you recommend adjusting.
F3 is shaded mode. F4 turns wire on shaded mode.
That was my initial thought too so I tried it but had little success. However if the object is not selected it reverts back to a wireframe view. I wish I could show you a screen shot.
great tut, sir! it helped me with modeling alot! i have one question: what if you wanted to put different bitmaps on stone faces (randomly)? let's say about 15 different bitmaps.. how would you do it?would yo use Material by Element, or somthing else? thx!
Hi David, Yes, if you wanted to do a random application then the MaterialByElement modifier would serve you well.
While I understand the modeling part of this video, the shader part I cannot follow, since the version of 3DS MAX I'm using is 2021, and it doesn't use Mental Ray anymore. Could there be an update to that section?
Hi Peruvian. Make two changes. Arch & Design Material (Mental Ray) to a Physical Material (Autodesk). For the Mulit/Sub Map (Mental Ray) use an "OSL: Material ID" to a "osl: 1 of N (Color)" map. The rest would be the same. You don't need the color nodes from the original tutorial since the "osl: 1 of N (Color)" map has them built in.
cdn.discordapp.com/attachments/797823598655438898/896059847278223360/unknown.png
I think this class was awesome but I do have one question. I couldn't figure out which item in the material editor you actually assigned to the object. I understand everything in the video but could figure out which item you physically assigned to the object.
Hi Kevin,
I'm not sure of your question. I applied the shader to the surface, It is an Arch & Design because I am using Mental Ray. It is labeled StoneWork. There is one Material. All of the other nodes are maps. Maps cannot be applied directly to a surface. They have to be plugged into a Material. Hope this helps.
So I guess my version 2017 must be different from the version you are using. That particular item is not available on my version they have concrete and metal but no stonework.
Kevin,
Sorry for the confusion. Just to be clear, the tutorial was done in 2016, not 2017. But it shouldn't make any difference from the tutorial point of view. I am not using pre-made materials. I am making custom materials.
I am using Mental Ray as my rendering engine. Be sure you have it installed. It is an add-on now in 2017. It is free for students. You can get it here.
www.nvidia.com/object/mental-ray-3ds-max.html
Then I am using the Arch & Design material for the tutorial. "I" labeled the material "Stonework" as I was using it for stones.
I hope this clarifies.
Some other videos that might help you are these.
Surfacing Terminology
ruclips.net/video/7Cg8XGTN_BI/видео.html
Surfacing Patterns | Theory
ruclips.net/video/6vazcmnxJwY/видео.html
Setting up 3dsMax for Production
ruclips.net/video/rqhKYF53cgI/видео.html
Setting Up 3dsMax 2016 & Basic Mapping Coordinates
ruclips.net/video/IlcLYiOVjPM/видео.html
Autodesk has been slowly scaling back I-Ray and Mental Ray because NVIDIA is now charging for it. In 2018 it is really scaled back to where it is just kind of a sub renderer. So on the 2017 version they changed some stuff as far as Mental Ray and I-Ray but I did find a work around. Thanks for the help.
Actually, it has nothing to do with NVIDIA. Autodesk bought Solid Angle early last year. So they will be shifting to Arnold. Maya 2017 already has Arnold in it. And you can now download Arnold for Max. But it watermarks your renders. Maybe eventually Autodesk will include a full license, who knows. Even Autodesk doesn't know. So it may end up that there is no longer a free Physical Based renderer for Maya and Max. Except RenderMan for Maya.
I am using Mental Ray in both Max 2016 and 2017. Looks all the same to me.
Now a new question. I am developing a videogame. And I made a wall using your tips. But for videogames, objects must be not very detailed because it will demand more power from the processor and graphic card. It's there any way to create a realistic wall like that on this video but for videogames? Thanks again.
Build it the same way and then just cast normal maps ff of it to project onto a plane.
Thanks Eudy. I'll do that :)
learn to bake bro
Thanks man.
Very good, thank you.
You bet.
Hi. I am using the 3DS Max 2016 but I can't find the Polygon Modeling option...
Dalton. That question is a little vague. I am going to assume maybe you are talking about the "Polygon Modeling" tab in the "Ribbon" at the top. Like at frame 3:28. 3dsMax is context sensitive. So if you are trying to click on the "Generate Topology" button it will be grayed out unless you have an Editable Poly selected. In the video I created a plane and then converted it to an Editable Poly. With this selected then you will be able to select "Generate Topology". Hopefully this helps.
Thanks :)
How to find and download this plugin
Muki, What plugin are you referring too?
CANDY CANE
sorry i can't even start the tutorial because of this deep smoker voice, tcheck your mike next time.
Thanks. I appreciate you taking the time to tell me your thoughts.
You seem to be the only one having a problem with the voice. You are rude and not grateful at all.
@@ThisHandleIsTakenHeresAnother No, he certainly isn't the only one.