I had been avoiding attempting this tutorial for a while, because it looks immensely complex, but you made it extremely easy! Thanks for the great work!
Thank you! I looked up Ernst_Haeckel, and was amazed by some of his works. He was undoubtedly a genius in many areas, thanks for the introduction! I've been a big fan of M. C. Escher and some other mathemetical artists, so I'll add Ernst to the mix now.
radi0n Hi, radi0n. I don't know Mel scripting personally, but I'm sure it's possible to create something like the 3dsmax Hedra primitive, using Mel in Maya. It's beyond my knowledge of the scripting though.
Thank you very much. I've been working on more tutorials, but haven't had a chance to prepare them for upload yet. I'll have them up very soon though. Thanks again!
Thank you! I see you've got other tuts, I'll check them as well. What's different about this tutorial is that the result is interesting and keeps you interested in finishing it, while learning about different modifiers and working with basic poly. Modifiers are really difficult to learn as the tasks seem boring and most tutorials use ugly square-shaped animation characters for demonstrating the commands.
Well thank you once again. Yes, the overall purpose of my videos are to educate users to some often overlooked features and modifiers in 3dsmax. The modifiers can be quite powerful tools in generating complex shapes rather quickly. I use them in most of the videos.
I saw you're having button shortcuts of most used modifiers below the dropdown btw, if it's not a ready-made custom UI setup I'd love to see a tutorial on your prefered UI setup too :)
I have a short video which describes what most of the UI changes are, and some of the tweaks I've done to the UI. Not everything is covered here, but maybe it can help a little. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-brFABtXC2Us.html
+Kadir ÖZOLUK In rare cases, depending on the dimensions of the model, and the degree of some of the insets, etc., select similar operation may fail for these selections. There are other tricks you can try to get the selections, like switching to edge mode, then selecting the edge rings of each shape area, then select similar, and then transferring that selection to face mode. However, if you don't know of that technique, then the last resort would have to be to manually select the shapes. Let me know if you can't get past this point, and I'll help you further. If you save the model as OBJ, and have a place to host it, I'll be happy to download it and have a look at it.
why don't just give dfferent mat.ID to hexes before the last inset? then you can just do selection by mat.ID and bridge it in a two clicks anyway thanks for interesting tutorials
John Malcolm you're welcome!! Haha, and your teachings is being very useful for me. I'm architecture student, isn't for games or movies, it's for me, i like parametric design and i'm desconstructivist, it's essential know things like these! And you're good in this! Keep going with the work! Regards from Brazil!
Rodrigo Alves Thank you very much, and I'm very glad to hear from someone in the parametric design and architecture industry. I have a great respect for the designers in that industry, and I'm very glad you find my tutorials useful.
Andreas Braess Hello, Andreas. Yes, the process to achieve this object will require much different parameters in Blender. I plan to make a tutorial for it very soon, so keep an eye out for it on my channel. There have been other users interested in this for Blender as well. Thank you very much for commenting.
John Malcolm thank you that for me the more interesting part of 3d. I can´t afford 3dsmax. I like also what David Brinnen make. Form self would never come on those ideas and if I would know how to do it. :)
They were selected previously. Once you set the parameters of your Hydra object, add an edit poly modifier, then CTRL+A to select all the faces. Do an Inset command on them, with the "by polygon" option of the tool. Once complete, the faces of the inset will remain selected. Just delete them at this point to create a "framework" of the object.
Hi, great tutorial! however, i encountered some problems during making this shape. 1- i am using 3ds max 2017 version, the latest one, and it seems like "select similair" not working anymore. is it me or 2017 version doesnt recognise shapes for us to apply this command? i had to manually select every face because of this. 2-@7:30 you select all faces of 1 shape of the 3 shapes, and they were allready attached to another. how did you do that? i use shortcut of "ctrl +a" to select all but it selects all 3 shapes(because it acts like 1 single shape after attach i guess). i couldnt figure out how did you do this.. i tried an alternative way to continue: i didnt apply attach until i finished preparing all selections and creating shapes one after another. it took long time.
Let me first address the issue in 1. Select Similar is still working properly in 2017 as far as I can see. I have it here in front of me as we speak, and tested out several scenerios. Each one worked as expected. Are you sure you have all the required sub-sets of the command enabled? Click on the arrow beneath the Similar button in the Graphite modeling ribbon, and make sure you have Edge Count, Face Area, and Topology check marked. Do not check the Normal Direction option.
UI looks different but i found what you are saying, and options are exactly like you said. edge count, face area and topology checked by default. this problem must be about something else... btw, i learned something when i tried an alternate way to do tutorial: after i made all shapes, attaching them together also automaticly combined seperate selection sets in one single selection set.
If it's still not working properly after checking those subset features of the Similar selection, then there could be a bug happening there. Are you using 2017 first edition, or 2017.1? I tested it under the first edition, and it worked as expected. So If you're using 2017.1, and still continue to find that select similar is not functioning properly even with different models, then I'd consider that a possible bug. I'd be interested to find out if you can get it working in a new scene with a different model, or if it just will not work at all. Also, do you know if anyone else has reported a similar issue?
John Malcolm I would like to know how to map these bmp textures www.dropbox.com/s/it7nt0yidp765tq/PL00.bmp?dl=0 with this object www.dropbox.com/s/r4qc7wys3317od4/PL00.obj?dl=0 Here's a link of the program to open the unique file to see what the character should look like www.dropbox.com/s/x12v0zo31p3unib/RE2MV_v0.7b_Setup.exe?dl=0 www.dropbox.com/s/hw8uxwzyasrvff8/PL00.PLD?dl=0 thanks.
Karl Hans Were those textures intended to work with that character? Load the OBJ into a scene, then simply load the texture into the diffuse channel of a new material shader. With the character selected in the viewport, assign the material with the map to the character, and it should appear in the viewport on the OBJ. This method assumes the OBJ has been unwrapped to accept the textures as they are laid out in that BMP file.
John Malcolm Those textures belong to that character but I don't know if they're wrapped properly. This is why I'm asking a video tutorial to show how to add the texture. I'm new to 3DS Max.