Hey guys,
im new to this, but i really would like to learn how to make stone or rock in 3ds max, i know how to make the textures and everything, its just the modeling park in 3ds max,
this is the only good example i could find of what im kinda trying to do...
http://www.antonw.com/portfolio/zelda-universe/
Scroll down till you get to the 3d arch way thing and click on it to make it bigger,
Any help guys??
Replies
I think you might be better of looking for tutorials on how to use 3ds max instead.
Try this site it has a lot of good stuff...
http://cg.tutsplus.com/category/tutorials/autodesk-3ds-max/
No...it's a BUNCH of boxes.
Ok...seriously now...What exactly are you having a hard time with? It is a basic model...that has a stone texture on it and a basic tree root model with a tree root texture on it.
I think if you knew 3ds max modeling tools you could knock this out in no time.
sorry for asking
Hey don't give me that face and make me feel guilty over something that I shouldn't be feeling guilty for, lol.
I want to help...but don't quite understand what you need help on if you know how to model in 3ds max and know how to create the textures...? Because the model in question...really, I'm not fucking with you...is a pretty basic model.
Have you started this? Maybe post a screen shot of what you have so far and then we can go from there.
http://saschahenrichs.blogspot.com/2010/03/3dsmax-environment-modeling-1.html
I literally just made some rocks for an environment I'm working on at the moment, you can check them on my thread:
http://boards.polycount.net/showthread.php?t=71883&page=2
They're far from perfect but following a similar workflow you should get some good results. Of course this means you'll be using a sculpting package as oppose to just Max, but if you want to solely use Max then the tutorial I linked above should help.
I started with a base mesh which was literally just a big rounded box shape with a load of Subdivisions. Exported this to ZBrush and sculpted basic rock forms using ClayTubes/Standard Brush, then at a high subdivision level just flattened bits all over using the PlanarCut. You could also add surface noise too and tweak the curve so it's like patches of erosion rather than all over surface noise.
Export this and retopologize it using your app of choice, then UV, bake normals/AO and texture as normal.
http://www.akramparvez.com/portfolio/scripts/broken-wall-generator/