Wow I'm very impressed! Thank you so much for this tutorial! I love how you went in super detail step by step. I'm also am a perfectionist and enjoyed you taking the time to make sure everything would work and why it should be that way. Thank you! Please make more modeling videos you made it really easy to follow. (:
When making a video i prefer taking the Faynman Technique as i find it most effective. The shortest way of explaining it would be .. Take what you are explaining and simplify it so that even a child can understand it. More or less one of the more common phrases about this is, if you can't explain what you are doing to a kid you are a scammer at what you do :)
@8:00 finally there's some one explaining the hell out of UVs, not like other videos all talk crabs about relaxing and flatting that end up with very bad results
+Dejan Kober I'm quite surprised at the positive feedback on this video, and i am really happy that you guys are loving it. I am curious as to what you would use it for so feel free and share your ideas.
First thing I will use it is to place one particular text on quite uneven surface; it's name of ship that we are modeling at moment, and it needs to be placed on part of exhaust system. And since customer has special design for that text and it needs to be 3D, it will be much easier to place that text using your method. Also, one other thing I might use it for, is placing some details on one space ship I'm modeling in my free time. I have some curved surfaces that might benefit from few extra details.
Dejan Kober Sounds like an interesting application of the method. I might actually use this method in a few more future tutorials so you might see me show off a few more applications of it.
+Joseph Tubb Well i can promise you one thing .. it won't go away so you CAN watch it later if you wish :) In any case i am happy that a lot of people are actually leaving very positive feedback about this video as well as actually liking the video on TH-cam so cheers.
Excellent Work ... THANKS a lot for this Kind Sharing :) I have used this type of retopology with Marvelous Designer objects & 3Ds Max with default modifiers only. For only 3d models, it's really a great helping tool.
Just found out this channel and I must say, this is one of the best channels I have found for 3ds max and vray tutorials. Can you please tell me which software should I choose for creating realistic walkthroughs? I recently saw some walkthroughs created in unreal and was blown by it and thought of learning it. I model in 3ds max only
Welcome to the channel and i'm happy you like what you see here. As for walkthroughs you can do them in Max but the rendering is a bit time consuming, as for Unreal that is an amazing platform to do it in if you have the tech savvy and the general know how on how Unreal works.
+Denis Keman I can do that in Max but haven't applied it yet in any project and will most probably never need it but I was simply blown by the result of unreal that I saw on a substance's website and thought to learn it. I then searched a bit and came to know that Unreal is one of the industry standards for animation and is progressing into archive as well now. I then saw a walkthrough made by Stanley Brusse in Vray RT and it looked very real. So I got confused on what to learn. can you please suggest which is easier to learn out of these (or any other) as I don't get much time and have a lot to learn?
My choice would be to take up Unreal Engine simply because by learning that you are opening up the doors to new possibilities of working on gaming related projects.
+Denis Keman Oh please no. Game creation is above my knowledge and capability. I simply can't do it. What would you suggest if I wanted to stick to archviz only?
Why would you ever say something limiting like that. If you have the knowledge to make models for Archviz then it's really not that far off making the conversion towards game ready models that you can use in a game engine and with that inside a game. Free piece of advice, never limit yourself to what you think you can and can't do. Always stay with an open mind and if you want to learn to do something then you can do it
Spacing tool-Array tool or even Path Deform cant achieve the same amount of quality on similar circumstances? Thanks for your awesome tutorials Denis :)
+Ayger74 Very much true, but the real application behind this is when you have surfaces that are twisty and bendy. The initial idea for the tutorial was to make it with surfaces as that, but the unwrapping was taking too long so i decided to take the simpler path. In any case cheers for pointing out the other ways to achieve the same result.
Hey I got request... to see how you made all the ornaments. I know theres lots on youtube but this look good and they seem to be made good without turbosmooth doing all the work which would be nice to see how you do them.... pls
yea its sad i see a lot of tutorials for great things on other 3d model softwares and all though its most likely possible its just much different way of doing it. these carvings you made look amazing
What a handy tool. Thanks for the tutorial! Should be really useful for making chain mail or scale mail armor. :) By the way, where is your accent from? I was trying to place it. Russian?
Here's the attribution inside the script -- Version : 2008.09.25 -- Created for Slide Ltd (slidelondon.com) in Sept 2008 by Robin Deitch (contact@slidelondon.com) -- This tool can help you lay things out on the surface of complex objects which have been UV-mapped. For -- example, you could craft an intricately-detailed knit-pattern mesh in a flat plane, then wrap this -- around a sweater mesh. -- To use, first select a single source object, which has been properly UV mapped. In the tool, pick a -- mapping channel and a scale for the flattened mesh - then hit the "Unwrap selected" button. It will -- create a new mesh named [source name]_skFlat_channel[channel], based on the UVs of the base object and -- arbitrarily scaled from the [0..1] UV space. This will have a morph modifier in the stack which will -- transform the verts from UV to world positions. You should be able to slide channel 1 up to 100 and -- see the flat mesh move into place on top of the source mesh. -- You can now lay some other objects on top of the flattened mesh and skin wrap these to it. When you -- morph the flat mesh and your bits and pieces will morph with it! and the CG Society forum thread forums.cgsociety.org/showthread.php?p=3284889
on 16:10 You moved 60 on absolute world. and your position was not 00. this is why it will not go back. how ever if you offset 60, and then offset again 60 it would have worked. i am almost sure you know this.
helpful vid, but i have a problem after skin wrap. The carvings that is skin wrap to the mesh surface gets distorted but the mesh fits perfectly after i switch back the morpher to 100. It seams like the carvings are very big but when i scaled it to the flat surface mesh while its flat it fits perfect, but after morphing it gets distorted.
Was wondering can we make the reverse process? Example we have a wool blanket modeled pattern and we were to make it planar . is that possible using this script?
Not in this way. If you have a blanket modeled, it would require you to make a low poly version plane of it, then link the blanket to the plain and make the plane planar. If the way you did the linking it should in theory follow along. Though not 100% sure
please i am your happy follower and thank you for your tutorials it helps alot but i wish you would be so kind to do tutorials on how to model carvings on shape,like the once on this object and i also need help on proper setup and lightening tutorial for interior scene pleas thank you again...
+Chimere Amaechi One of the things that i hate modeling the most is carving, it such a time consuming process. But in any case i might decide to do a video about some more basic shapes in the near future. As for lighting setup check out some of the videos that are already up on the channel.
+Micro1001 Dobb What kind of a sofa do you have in mind ? As you might have figured out MD is more or less a cloth simulating software so it would have to be some sort of a cloth sofa
It's a nice technique but I think playing a bit with a bunch of bend and FFD modifiers would give me the same result. I'm not sure which way is faster.
In a simple case like this one yeah you can play around with the FFD modifier, but when you have a complex shape that goes around in different angles and around different shapes you can't really use a FFD modifier.
If you have complex shapes on curves, your FFD is going to be confusing and won't offer enough resolution, and working in local space is going to be very tricky with selections of nodes....and then how do you go back to a given selection of nodes? The FFD becomes destructive after a while, with a cluttered viewport. This method really is better unless it's a very simple deformation.
Hello. I dont know if you make videos anymore since your last video is 2 months ago but I'd appreciate it if you show us UVW Techniques for different shapes. I saw someone UVW'ing a lean and he used a box UVW which was enough and perfectly working, but normally you gotta stretch these kind of models with an U-Shape before. So if you could cover advice on different models. Thatd be nice. Possibly in like 20 minutes.
I haven't had any free time for the last 2 months or so and i've been meaning to get some more videos out. And i want to cover more about VR, Unreal, Modeling for Game Engines which entitles UVing baking and all the good stuff, it's just that at the moment time is a resource i'm extremely short of.
+Imran Khan Like i said in the video and in the comments you need to have proper UVW, XForm reset and then simply follow the steps and always save before applying the script. Also make sure that the geometry that you want to wrap around has enough geometry to be able to deal with the deformation.
+Braking Games Gamer Well the video is more about the way to make the carving wrap around the surface without having to manually model it on top of the surface which can be a very crappy work to do. As for modeling the carvings that might be a future video topic that i could cover.
+Pablo Cárdenas Under the modifier list you have a bunch of buttons .. the one of the right that says Configure Modifier Sets when you mouse over it, click it and from there choose Show Buttons.
Im not sure if your mediafire site is supposed to link someone to some scammy ads instead letting someone download your tool once you click download tool?
Usually if your model is not wrapping up correctly it's either the XForm reset or your model doesn't have the required geometry in order to deform properly
Denis i m trying all day long to make it work but something seems to be wrong :/ I m trying to decorate a classic painting frame ..but when Morpher gets 100% i m getting kinda "circular" shape instead of rectangular :/ Image attached i579.photobucket.com/albums/ss239/Ayger74/Public/Picture%202016-04-18%2002_55_53_zpsnaxinxw6.png I should say i m using default "Skin wrap" and "morpher "settings (didn't mess with anything) and i double checked the UV's already
+Ayger74 From my experience when working with the plugin you need to make sure two things are in order .. your UVW unwrap and make sure that you have your XForm reset
+Denis Keman Just made it to work (after a total of ~10 hours) I followed your exact instructions but when i was create a rectangular painting frame (curved inside) the UV's was like twisted and required manual work to be straightened (with "unfold strip from loop") ..no matter i was starting from shape or poly modeling.In my last try..i just added MORE geometry to the same base..and UV's this time have unfolded flat..and the decoration objects followed properly :) Thanks again man for everything you are doing :)
Hi, awesome video! I have a question. I am using the pan function, namely alt + mmb. For some reason it feels as if 3ds max is panning about some invisible object in the far distance (as the axle/pivot of the pan). As a result, any miniscule movement of alt + mmb causes the object I am currently working on to fly out of the viewport's current view. Selecting the rig controller actually makes this worse and the object flies offscreen even faster. Frankly, this makes it literally impossible for me to work on the mesh. Video: th-cam.com/video/oaImgMRjgD0/w-d-xo.html Screenshots: i1124.photobucket.com/albums/l573/Vernancular/hilarious.png [Before] i1124.photobucket.com/albums/l573/Vernancular/hilarious2.png [After] How do I fix this? This has never happened to me before, I have no idea what is wrong
+Majestic McLoaf Usually this problem happens when you import a model that has a different pivot location from the software that it came from so max likes to position the object in the XYZ space, then place a holder for the pivot and position it at 0,0,0 So if this is the case unhide all the layers and see if you can select something that is not visible and shouldn't be there. If you do select something like that delete it as that should stop Max factoring in that object and zooming you off to the side
Your video is brilliant. I am finding alot of unwanted distortion on my models during the morphing process so that the end result looks like a big mess. Is there any typical mistakes that might be causing this? Here is a link to what I am seeing: imgur.com/5rR8lvL
+Kevin Nally Well in all honesty that is more or less what you can expect from a Morpher. What is happening it is applying a sort of a FFD on the model to bend it into the desired shape, but at the same time you need to make sure that the model that is being bent (the skulls in this case) have the geometry that can deal with the morphing and won't break. This is more or less where proper geometry comes into play.
+Kevin Nally Well it's not magic that much i can tell you for sure :) Knowing geometry flow is more or less something that you need to spend some time to learn, usually it's dictated by whatever the model will be used for, usually for gaming and deformation. Now if it won't be deformed then it's not all that important, but if there will be deformations then you need to make sure you have clean geometry. As for sources on learning geometry flow, i haven't done any videos about it YET, but you can search around either on Google or TH-cam on retopology videos. That can give you a better idea on how a clean geometry should look like.
One of the most educative 3ds max modellers on youtube.
Cheers man :)
Oh my god, that thing with the Unfold Strip from Loop is completely magical!
Oh my god this video saved me an entire week of unnessesery working..thank u so much
Thanks for taking the time to do all the tutorials you do man. Very helpful
Wow I'm very impressed! Thank you so much for this tutorial! I love how you went in super detail step by step. I'm also am a perfectionist and enjoyed you taking the time to make sure everything would work and why it should be that way. Thank you! Please make more modeling videos you made it really easy to follow. (:
When making a video i prefer taking the Faynman Technique as i find it most effective. The shortest way of explaining it would be .. Take what you are explaining and simplify it so that even a child can understand it. More or less one of the more common phrases about this is, if you can't explain what you are doing to a kid you are a scammer at what you do :)
I love you're tutorials, Revolutionised my modeling.
Thank you so much.
+PAul BAu *your :) My inner Grammar Nazi couldn't resist
In any case i am really happy you find the tutorials helpful so cheers man.
Thanks man! Great tutorial .. very helpful for my architectural work .. specially the classic one.
@8:00 finally there's some one explaining the hell out of UVs, not like other videos all talk crabs about relaxing and flatting that end up with very bad results
subscribed
i did this and it was helpful. thank you so much
Tnx for this tutorial! It's a great tip for usually messy and frustrating process. I already have few ideas where and how to use it.
+Dejan Kober I'm quite surprised at the positive feedback on this video, and i am really happy that you guys are loving it. I am curious as to what you would use it for so feel free and share your ideas.
First thing I will use it is to place one particular text on quite uneven surface; it's name of ship that we are modeling at moment, and it needs to be placed on part of exhaust system. And since customer has special design for that text and it needs to be 3D, it will be much easier to place that text using your method.
Also, one other thing I might use it for, is placing some details on one space ship I'm modeling in my free time. I have some curved surfaces that might benefit from few extra details.
Dejan Kober Sounds like an interesting application of the method. I might actually use this method in a few more future tutorials so you might see me show off a few more applications of it.
Oh I can not wait to watch this later!!
Thank you for posting!
+Joseph Tubb Well i can promise you one thing .. it won't go away so you CAN watch it later if you wish :)
In any case i am happy that a lot of people are actually leaving very positive feedback about this video as well as actually liking the video on TH-cam so cheers.
Your tutorials is awesome. Thank you very much, kind person.
Excellent Work ... THANKS a lot for this Kind Sharing :)
I have used this type of retopology with Marvelous Designer objects & 3Ds Max with default modifiers only.
For only 3d models, it's really a great helping tool.
Just found out this channel and I must say, this is one of the best channels I have found for 3ds max and vray tutorials.
Can you please tell me which software should I choose for creating realistic walkthroughs? I recently saw some walkthroughs created in unreal and was blown by it and thought of learning it. I model in 3ds max only
Welcome to the channel and i'm happy you like what you see here. As for walkthroughs you can do them in Max but the rendering is a bit time consuming, as for Unreal that is an amazing platform to do it in if you have the tech savvy and the general know how on how Unreal works.
+Denis Keman
I can do that in Max but haven't applied it yet in any project and will most probably never need it but I was simply blown by the result of unreal that I saw on a substance's website and thought to learn it. I then searched a bit and came to know that Unreal is one of the industry standards for animation and is progressing into archive as well now. I then saw a walkthrough made by Stanley Brusse in Vray RT and it looked very real. So I got confused on what to learn.
can you please suggest which is easier to learn out of these (or any other) as I don't get much time and have a lot to learn?
My choice would be to take up Unreal Engine simply because by learning that you are opening up the doors to new possibilities of working on gaming related projects.
+Denis Keman
Oh please no. Game creation is above my knowledge and capability. I simply can't do it. What would you suggest if I wanted to stick to archviz only?
Why would you ever say something limiting like that. If you have the knowledge to make models for Archviz then it's really not that far off making the conversion towards game ready models that you can use in a game engine and with that inside a game.
Free piece of advice, never limit yourself to what you think you can and can't do. Always stay with an open mind and if you want to learn to do something then you can do it
Great video man.
Spacing tool-Array tool or even Path Deform cant achieve the same amount of quality on similar circumstances? Thanks for your awesome tutorials Denis :)
+Ayger74 Very much true, but the real application behind this is when you have surfaces that are twisty and bendy. The initial idea for the tutorial was to make it with surfaces as that, but the unwrapping was taking too long so i decided to take the simpler path. In any case cheers for pointing out the other ways to achieve the same result.
Cool!
I remember the first time when I used the Skinwrap and Morph to mirror an facial expression.
+Wagner de Souza It is a bit of an unorthodox approach using animation tools for modeling furniture, but if it works you can't deny it :)
Wow that was very helpfull Denis. I enjoy watching your videos and so far they were very helpfull! keep it up and thank you for the videos!
Yea man, top notch tutorial ! Thanks for all you do. I've learned a lot !
+Mojomatrix Awesome to hear man, cheers
Awesome tutorial.. Thanks for sharing
Wonderful tutorial, thank you very much!
thank u very good scripts
i am very happy it very easy for duplicate object in circle surface
Thanks a lot for sucha wonderful tutorial..!
Thank you very much !! for Great Tutorials
Thanks sir.You Are Awsome
Awesomee dude! keep going so helpful your tutorials, thanks!
Thanks you, Nice tutorial.
Thank you so much! Please may you tell me where we can find sculpture and architectural detail models which was used in skin wrap.
OMG this is awesome!!! thank you so much
Thanks😉 its very helpful
классное видео, спасибо!
a
да
really educative
soo good
Will you please make a how to video about recreating that totem/pillar? I love the design.
Hey I got request... to see how you made all the ornaments. I know theres lots on youtube but this look good and they seem to be made good without turbosmooth doing all the work which would be nice to see how you do them.... pls
Thank you so much
Thanx Denis!!
really cool wish there was a tutorial like this for blender
One of the softwares that i regretfully don't really know that well
yea its sad i see a lot of tutorials for great things on other 3d model softwares and all though its most likely possible its just much different way of doing it. these carvings you made look amazing
As you can see creating "amazing" carvings as you called them doesn't have to be a tedious and hard thing to do. All you need to have is the know how
What a handy tool. Thanks for the tutorial! Should be really useful for making chain mail or scale mail armor. :)
By the way, where is your accent from? I was trying to place it. Russian?
Here's the attribution inside the script
-- Version : 2008.09.25
-- Created for Slide Ltd (slidelondon.com) in Sept 2008 by Robin Deitch (contact@slidelondon.com)
-- This tool can help you lay things out on the surface of complex objects which have been UV-mapped. For
-- example, you could craft an intricately-detailed knit-pattern mesh in a flat plane, then wrap this
-- around a sweater mesh.
-- To use, first select a single source object, which has been properly UV mapped. In the tool, pick a
-- mapping channel and a scale for the flattened mesh - then hit the "Unwrap selected" button. It will
-- create a new mesh named [source name]_skFlat_channel[channel], based on the UVs of the base object and
-- arbitrarily scaled from the [0..1] UV space. This will have a morph modifier in the stack which will
-- transform the verts from UV to world positions. You should be able to slide channel 1 up to 100 and
-- see the flat mesh move into place on top of the source mesh.
-- You can now lay some other objects on top of the flattened mesh and skin wrap these to it. When you
-- morph the flat mesh and your bits and pieces will morph with it!
and the CG Society forum thread forums.cgsociety.org/showthread.php?p=3284889
Awesome!
thank you very useful one
thank you.
great tutorial thanks (y)
on 16:10 You moved 60 on absolute world. and your position was not 00. this is why it will not go back.
how ever if you offset 60, and then offset again 60 it would have worked.
i am almost sure you know this.
helpful vid, but i have a problem after skin wrap. The carvings that is skin wrap to the mesh surface gets distorted but the mesh fits perfectly after i switch back the morpher to 100. It seams like the carvings are very big but when i scaled it to the flat surface mesh while its flat it fits perfect, but after morphing it gets distorted.
thankyou mr
hey, can you teach how to UV the furniture legs you've made previously please?
Nice work!
how did you make that indentation on the colum? min 4:51 thx!!
+diana claudia A simple negative bevel and moving a few vertecies up and down ... basic modeling in all honesty and nothing complex
+Denis Keman Thx for reply!
teşekkürler
thumbs up
Great tutorial...wher did you find a collection of moldings or do you have to model them
I modeled them
Very useful script and similar to modo's UV transform. Does anyone know of an equivalent plugin/functionality in Cinema 4d?
Was wondering can we make the reverse process? Example we have a wool blanket modeled pattern and we were to make it planar . is that possible using this script?
Not in this way. If you have a blanket modeled, it would require you to make a low poly version plane of it, then link the blanket to the plain and make the plane planar. If the way you did the linking it should in theory follow along. Though not 100% sure
danke!
Very helphul tutorial! thank you!
please i am your happy follower and thank you for your tutorials it helps alot but i wish you would be so kind to do tutorials on how to model carvings on shape,like the once on this object and i also need help on proper setup and lightening tutorial for interior scene pleas thank you again...
+Chimere Amaechi One of the things that i hate modeling the most is carving, it such a time consuming process. But in any case i might decide to do a video about some more basic shapes in the near future. As for lighting setup check out some of the videos that are already up on the channel.
you is best teacher! can you make a tutors about modeling sofa in marvelous?) whatever, thankyou!
+Micro1001 Dobb What kind of a sofa do you have in mind ? As you might have figured out MD is more or less a cloth simulating software so it would have to be some sort of a cloth sofa
Денис Скрипка + just different dents and stitches on cloth).
thank you for posting.also can you advise me where i can get slideknit.
Check the video description
It's a nice technique but I think playing a bit with a bunch of bend and FFD modifiers would give me the same result. I'm not sure which way is faster.
In a simple case like this one yeah you can play around with the FFD modifier, but when you have a complex shape that goes around in different angles and around different shapes you can't really use a FFD modifier.
If you have complex shapes on curves, your FFD is going to be confusing and won't offer enough resolution, and working in local space is going to be very tricky with selections of nodes....and then how do you go back to a given selection of nodes? The FFD becomes destructive after a while, with a cluttered viewport.
This method really is better unless it's a very simple deformation.
Hello. I dont know if you make videos anymore since your last video is 2 months ago but I'd appreciate it if you show us UVW Techniques for different shapes. I saw someone UVW'ing a lean and he used a box UVW which was enough and perfectly working, but normally you gotta stretch these kind of models with an U-Shape before. So if you could cover advice on different models. Thatd be nice.
Possibly in like 20 minutes.
I haven't had any free time for the last 2 months or so and i've been meaning to get some more videos out. And i want to cover more about VR, Unreal, Modeling for Game Engines which entitles UVing baking and all the good stuff, it's just that at the moment time is a resource i'm extremely short of.
Thanks , it's very useful but how can i add SlideKnit in my 3Ds Max ?
Description of the video has a download link
Helo ther!! i am followin your tutorial but i am getting irregular shape, when i use unwrap my shape is wierd what do i need to do,
+Imran Khan Like i said in the video and in the comments you need to have proper UVW, XForm reset and then simply follow the steps and always save before applying the script. Also make sure that the geometry that you want to wrap around has enough geometry to be able to deal with the deformation.
How did u make thous complex models ? there iks just inserting complex models on surfaces no modeling
+Braking Games Gamer Well the video is more about the way to make the carving wrap around the surface without having to manually model it on top of the surface which can be a very crappy work to do. As for modeling the carvings that might be a future video topic that i could cover.
hi, how do you get those buttons for quick access as edit poly, shell, uvw map, etc...
+Pablo Cárdenas Under the modifier list you have a bunch of buttons .. the one of the right that says Configure Modifier Sets when you mouse over it, click it and from there choose Show Buttons.
+Denis Keman thank you! btw excellent tutorial, i've seen many from your channel, great work and thank you for sharing the knowledge
+Pablo Cárdenas Cheers man, enjoy the videos. If there is any type of tutorial that you would want to see feel free and ask either here or on the site
i have problem when i use slideknit the gizmo smaller a alot than object , can you show me the cause and fix them,!!!
make sure you have the xform reset done. That should help fix the issue
Denis Keman thanks a lot anyway but i think my problem is not cause of reset xform
try Customize -> Preferences -> Gizmos tab -> Size
SLIDEKNIT? is that a plugin? can't find it in my max!!! please help. thanks in advance
Check the video description
Thanks sir, it helps a lot. GOD BLESS
i am dying to get this kind of scrip for Cinema 4D, please if anyone can help
run a new version of 3ds max? (2016)?
Yes run in 2016/2017
Im not sure if your mediafire site is supposed to link someone to some scammy ads instead letting someone download your tool once you click download tool?
From what i know it's supposed to give you a link to download the script
When I click on the Download, as said, it redirects me to some weird ad.
I just clicked it and it got me to the download page. So whatever the case is it must be on your side
Yeah i tried with chrome and it worked. Weird.
AFTER SKIN WRAP MY WHOLE OBJECT IS NOT WRAPPING PLZZ HELP
Usually if your model is not wrapping up correctly it's either the XForm reset or your model doesn't have the required geometry in order to deform properly
thanks sir,......actually my whole object is not moving to the cyclinder skin
Mridul Sharma Just backtrack my steps and you should be golden. As far as i remember i go into details about all the steps along the way
Denis i m trying all day long to make it work but something seems to be wrong :/ I m trying to decorate a classic painting frame ..but when Morpher gets 100% i m getting kinda "circular" shape instead of rectangular :/ Image attached i579.photobucket.com/albums/ss239/Ayger74/Public/Picture%202016-04-18%2002_55_53_zpsnaxinxw6.png I should say i m using default "Skin wrap" and "morpher "settings (didn't mess with anything) and i double checked the UV's already
+Ayger74 From my experience when working with the plugin you need to make sure two things are in order .. your UVW unwrap and make sure that you have your XForm reset
+Denis Keman Just made it to work (after a total of ~10 hours) I followed your exact instructions but when i was create a rectangular painting frame (curved inside) the UV's was like twisted and required manual work to be straightened (with "unfold strip from loop") ..no matter i was starting from shape or poly modeling.In my last try..i just added MORE geometry to the same base..and UV's this time have unfolded flat..and the decoration objects followed properly :)
Thanks again man for everything you are doing :)
how to use this on dome for floral work ? i need help if any one can ...
Model the floral work, unwrap the dome .. do what you see in this video then and it should work
Denis Keman its not working
it works but i need the dome to be unraped as circular shape ... can i do that ?
Unwrap the dome .. but it will end up looking like a squished circle unless you cut in a seam that will unwrap it into a more manageable stripe
Hi, awesome video! I have a question.
I am using the pan function, namely alt + mmb. For some reason it feels as if 3ds max is panning about some invisible object in the far distance (as the axle/pivot of the pan).
As a result, any miniscule movement of alt + mmb causes the object I am currently working on to fly out of the viewport's current view. Selecting the rig controller actually makes this worse and the object flies offscreen even faster.
Frankly, this makes it literally impossible for me to work on the mesh.
Video: th-cam.com/video/oaImgMRjgD0/w-d-xo.html
Screenshots:
i1124.photobucket.com/albums/l573/Vernancular/hilarious.png [Before]
i1124.photobucket.com/albums/l573/Vernancular/hilarious2.png [After]
How do I fix this? This has never happened to me before, I have no idea what is wrong
+Majestic McLoaf Usually this problem happens when you import a model that has a different pivot location from the software that it came from so max likes to position the object in the XYZ space, then place a holder for the pivot and position it at 0,0,0 So if this is the case unhide all the layers and see if you can select something that is not visible and shouldn't be there. If you do select something like that delete it as that should stop Max factoring in that object and zooming you off to the side
it cause me a problem
I would do this with path deform instead. Great anyways.
Your video is brilliant. I am finding alot of unwanted distortion on my models during the morphing process so that the end result looks like a big mess. Is there any typical mistakes that might be causing this? Here is a link to what I am seeing: imgur.com/5rR8lvL
+Kevin Nally Well in all honesty that is more or less what you can expect from a Morpher. What is happening it is applying a sort of a FFD on the model to bend it into the desired shape, but at the same time you need to make sure that the model that is being bent (the skulls in this case) have the geometry that can deal with the morphing and won't break. This is more or less where proper geometry comes into play.
Thank you, Is there any resource that could help me understand proper geometry better? Right now its all seeming a bit like magic
+Kevin Nally Well it's not magic that much i can tell you for sure :) Knowing geometry flow is more or less something that you need to spend some time to learn, usually it's dictated by whatever the model will be used for, usually for gaming and deformation. Now if it won't be deformed then it's not all that important, but if there will be deformations then you need to make sure you have clean geometry.
As for sources on learning geometry flow, i haven't done any videos about it YET, but you can search around either on Google or TH-cam on retopology videos. That can give you a better idea on how a clean geometry should look like.
Thanks for your tips Denis. Much appreciated
Kevin Nally
I do try to bring a bit of everything, just enough to make you want more :)
really educative
Thanks you! Great tutorial
Thank you so much