Incredible. Wish there is a way to make more complex but not too many steps to duplicate. I'll bet with some more time of making many smaller rocks and a few passes of simulation, this would be exactly what I'd want. Thanks so much for your time to teach us.
buen tutorial estaba buscando algo así desde hace mucho gracias a ti ahora puedo modelar un escenario para un videojuego que implicaba rocas de este tipo
Great tutorial, I have 1 ? :) . I notice your still at frame 84, how do i export to obj/fbx with only this frame and or how do i make say in this example 84 to be frame 1. thanks in advance.
+Bruno Silva :) thanks for the great comments. I will do my best to make more architecture videos, but i do want to touch base on the gaming front as well and i still haven't had the chance to do it. In any case you can expect more videos about architecture in the future
Bruno Silva Who doesn't nowadays :) You can find me on Facebook under my name, and if you are looking for the FB group simply look for DKCGI and you will find it as well.
Hey, thank you but my problem is as soon as the rocks fall under the wall they become intangible and pass out of the wall from all 4 sides. I did the exact same thing you told for the wall to have a set selected as rigid body and its parameters. Help !!!
+Broken Nose Some times it can cock up and do something like that, i know as it has happen to me as well in the past. The way i fixed it in my case was to reset the Xform and check for the normals of the model. Also make sure the shape type is set as Concave.
+Bhranti Haran I don't see why not. Send me a message on Facebook or Twitter or even on TH-cam and i'll see if the theme is something that i can cover into a single or a couple of videos long tutorial.
+Ramil Bikbov It's quite an obvious solution ... take all of your stones hold down shift and pull them up and clone them :) That way you have more stones to fill up your box. Happy modeling
nice tutorial to understand the mass fx, but for making this kind of elements it's better to make a textur for the rocks than a rock model ... generally this kind of model in a scene is not a important element and use X times.... for one rock there are too much polygon... multiply by all the other rock, and multiply again by all other element duplicate .... god the rendering time will explode .... if make me think of the evermotion model, when they do 8 iteration just a f**** pillow or plant ... if you really want to modeling the rock, use the pro-optimizer to reduce the number of polygon.
You're starting from a point where you think about this as a rendering task, but if you take a look at it from a simulation point of view then you can't really do simulation and interaction with a texture :)
yes, as a simulation learning tutorial, the video is good I just lost control when I see how many polygon you have for just one rock :D... seriously I really lost my crtl key ah ah :)
yeah I'm agree, I do the same, sometimes a texture is not enough ... but can always optimize the number of polygon... and I think the number of poly can influence the mass fx... but I'm not sure about that....
Great video! I was only needing to create a cage, but this video taught me a lot more, thank you!
I was looking for that for sooo long ! Thank you!
great tutorial as usual very informative. thanks
Incredible. Wish there is a way to make more complex but not too many steps to duplicate. I'll bet with some more time of making many smaller rocks and a few passes of simulation, this would be exactly what I'd want. Thanks so much for your time to teach us.
Cheers man, glad you learned something here.
I dont have the section where it says turbosmooth ????? what do i do?
buen tutorial estaba buscando algo así desde hace mucho gracias a ti ahora puedo modelar un escenario para un videojuego que implicaba rocas de este tipo
Great tutorial, I have 1 ? :) . I notice your still at frame 84, how do i export to obj/fbx with only this frame and or how do i make say in this example 84 to be frame 1. thanks in advance.
Very nice tutorials You provide. THanks.
+martinflashgordon Cheers and thank you for the positive comment
Great tutorial, just like the others! Keep up the good work!
Love your tutorials man!
Very interesting tutorial. Definitely made my day. Thank you so much!
Cheers man, glad you found it interesting
hey can you please tell how to get massfx in 2010 ??
great video as always
How can i create shape from selection in Maya?
excelent tutorials make more architecture our furniture thanks
+Bruno Silva :) thanks for the great comments. I will do my best to make more architecture videos, but i do want to touch base on the gaming front as well and i still haven't had the chance to do it.
In any case you can expect more videos about architecture in the future
+Denis Keman do you have social media facebook? instagram
Bruno Silva Who doesn't nowadays :)
You can find me on Facebook under my name, and if you are looking for the FB group simply look for DKCGI and you will find it as well.
Very good tutorial, thanks.
+Jota Soares Glad you enjoyed it, and welcome to the channel
big thanks
thanks a lot good job congratulations
go ahead i like your lesson very simple very clear.
s.alasker from syria KSA
great tutorial! thanks a lot!
Hi denis i have a problem when rocks fall in to the box they shaking and stop in the middle of the box and still shaking
i do all like in the video
oh i got it , i just add a little bit of substeps in toolbar + choose the filling box original not concave and add preset to rocks as concrete
Yep. Nice Tutorial, tnx you.
Nice video..thank you
awesome
Hey, thank you but my problem is as soon as the rocks fall under the wall they become intangible and pass out of the wall from all 4 sides. I did the exact same thing you told for the wall to have a set selected as rigid body and its parameters. Help !!!
+Broken Nose Some times it can cock up and do something like that, i know as it has happen to me as well in the past. The way i fixed it in my case was to reset the Xform and check for the normals of the model. Also make sure the shape type is set as Concave.
It worked this time. I only made the wall thicker and it's great!! :) Thanks again!! Waiting to see more col 3ds max tutorials from you.
Oh, one more thing. What do I do if I want to make a jpeg sequence render of it?
Broken Nose It's always something silly like that in the end :) Glad you sorted it out
+Denis Keman how to make a jpeg sequence? This simulation never ends until I manually turn it off.
Awesome!
Прекрасний урок, дякую)
awesome man..can i request for a tutorial?
+Bhranti Haran I don't see why not. Send me a message on Facebook or Twitter or even on TH-cam and i'll see if the theme is something that i can cover into a single or a couple of videos long tutorial.
I have a small problem with this. My box is bigger that your. And stones fill up my box only for a half. Help please
+Ramil Bikbov It's quite an obvious solution ... take all of your stones hold down shift and pull them up and clone them :) That way you have more stones to fill up your box. Happy modeling
Thank you very much. But I think I ask wrong question. My box is bigger and I have more stones. Can I have e-mail adress? I want to sent you screens
Ramil Bikbov Just hit me up on FB if you want a chat, either on the FB group or my profile which should be very easy to find
ameging tutorials i watched $ mad it mad vary nice thank
Excelente :)
thxxx man
thank you so much!!!!!!!!!!
thanks sir amazing )
Thanks!!!!!!!!!!!!!!!!
nice realy gread
nice tutorial to understand the mass fx, but for making this kind of elements it's better to make a textur for the rocks than a rock model ... generally this kind of model in a scene is not a important element and use X times....
for one rock there are too much polygon... multiply by all the other rock, and multiply again by all other element duplicate .... god the rendering time will explode .... if make me think of the evermotion model, when they do 8 iteration just a f**** pillow or plant ...
if you really want to modeling the rock, use the pro-optimizer to reduce the number of polygon.
You're starting from a point where you think about this as a rendering task, but if you take a look at it from a simulation point of view then you can't really do simulation and interaction with a texture :)
yes, as a simulation learning tutorial, the video is good
I just lost control when I see how many polygon you have for just one rock :D... seriously I really lost my crtl key ah ah :)
I do try to get away with textures wherever possible, but sometimes you need actual geometry or a mesh for certain scenarios.
yeah I'm agree, I do the same, sometimes a texture is not enough ... but can always optimize the number of polygon... and I think the number of poly can influence the mass fx... but I'm not sure about that....
potatoes in a cage
Hi ✌️✌️✌️✌️