In this 3ds Max tutorial we will create a simple t-shirt for a character model. We have supplied a “human_figure.obj” file for you to import your model. So all this tutorial is going to focus on is creating a garment (t-shirt) and using modifiers to make it easy to wrap the shirt around the human model.
If you are working with 3D character models, you want to put clothes on them. To model this all by yourself would be very difficult. But you don’t have to… the 3ds Max Garment Maker modifier comes to the rescue. On top of this you put a cloth modifier and start the cloth simulation.
FumeFx is a powerful plug-in for 3ds Max and Maya. You can create very realistic explosions, fire and smoke animations with real-time physics. It supports 3ds Max Particle Flow, and Space Warps and Mental Ray as well.
There are so many awesome parameters to experiment with as well as the ability to start and pause a simulation which will build itself into the animation timeline with as many frames as memory on your computer will allow.
Although there is no demo or trial version, the moderate price is well worth your expense. Here is the link to the FumeFX homepage.
This tutorial will focus on creating a cool explosion with billowing smoke in just 100 frames of animation. Not bad, because any moderate computer with a few gigs of ram will have no problems here.
In this 3ds Max fire tutorial, learn how to animate fire effects like a fire pit and flaming torches. This feature is built into 3ds Max, and there is no need for an expensive plug-in.
It’s easy to do if you can find “Atmospheric Apparatus” settings. Basically you pick a “Gizmo” (BoxGizmo, SphereGizmo, or CylGizmo), and add a “Fire Effect”. Then open the settings where you can change the parameters of the effects to your liking.
This is a cool tutorial on creating a Flag animation in 3ds Max. We do this by modeling a simple Flag and pole. Then applying the Garment Maker modifier and increasing the density of it (more geometry). We need to do this so the flag has enough geometry to wave in the wind.
Then we can add a Cloth modifier and make a few parameter adjustments there. Now we can add wind and gravity forces to the flag with Space Warps. By changing the gravity or direction / speed of the wind, you can get the flag to wave realistically.
The last thing to do is click Simulate to animate the cloth in 3ds Max. You can add your favorite flag as a 2D bitmap and load it into the Diffuse of a material slot. Then drag and drop it onto the cloth.
Run the animation in one of the Perspective viewports. You can also render all the frames into an AVI movie file. I used the “Default Scanline Renderer” because it was a lot faster. This animation is what you see at the beginning of the video tutorial. I used a Canadian Flag bitmap in the AVI output. But I don’t want to be bias in any way 😉
Creating this 3ds Max rain tutorial was fairly easy. Basically, I just set up two plane objects, one smaller and above the bottom.
Then I open the Particle View in 3ds Max for editing events. I can set the position and speed of the particle flow (rain and rain drops), set the gravity force with Space Warps. Change the bounce of the particles by using a UDeflector (collision control), again using Space Warp.
I can change how long the rain drops are going to last by setting the Particle Age. I can create splashes for each rain drop by setting the Offspring. I can create the rain drops from simple spheres, as you will soon read. Also, I add a water material to the rain drops.
This tutorial continues from the last one which starts here. And the next tutorial starts here. They are all about car modeling in 3ds Max, and all the different aspects like Mental Ray lighting and camera setup that we will discuss below.
Lighting setups in 3ds Max using 3D models in a scene is really easy, as you will soon see. In this tutorial we will teach you how step by step. We will be using Mental Ray as the rendering engine. But you can also do this in the default scanline mode if you want to.
You start with assigning Mental Ray as your default renderer. Use plane objects as a simple environment. Then setup multiple mr Area Spot lights to highlight your model, and create shadow effects. A useful step is placing a 3ds Max camera in the scene to lock a view onto your model.