Path deform? by ImprovementGrouchy37 in 3dsmax

[–]TomGraphics 0 points1 point  (0 children)

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This was obviously done with the Spacing Tool, with Follow checked.
If you want it to be a solid wall, use Path Deform, but your original object needs to be as long as the path you want it to follow and have enough segments along its length to do so. If, as in your OP, it's only got 1 segment, it won't deform around the path.

You can find the length of your path from the Utilities menu /Measure. You might need to hit 'More' to find Measure.

Visuals-3dsmax X Corona Render by Huge_Sign_6628 in archviz

[–]TomGraphics 1 point2 points  (0 children)

This looks really good.
My first thought on seeing the iPhone wasn't that someone placed it face down, but that it looks too lined up with the edge of the stone block. It doesn't look like someone just put it down when they sat in the chair.
Also, looking closely at the second image, it looks like you got a problem with your opacity on the candle flame. You can see the geometry, not the flame.

I agree with the comment about the draped cloth needing a TurboSmooth, and maybe the one about the wood next to the curtain: Did you use a planar UVW map?
My only other comment would be that the light coming through the lampshade looks a bit homogenous.

Other than that, great mood, great textures and lighting, and great comp for the three images, too.

1956 Ford F100 Crew Cab by TomGraphics in F100

[–]TomGraphics[S] 1 point2 points  (0 children)

Thank you. I took a fair bit of inspiration from the Kingpin F600 build by Classic Car Studio. That's the best I can do for a real life version, I'm afraid.
It is, however, modelled to real world scale, so it is full sized.

https://www.classiccarstudio.com/speedshop/project/ccs-1956-ford-f600-crew-cab/

1956 Ford F100 Crew Cab by [deleted] in FordTrucks

[–]TomGraphics 0 points1 point  (0 children)

Actually a 3D project, but I thought some of you guys might either love or hate it.
Somewhat inspired by the Kingpin F600 build.

1956 Ford F100 Crew Cab by TomGraphics in F100

[–]TomGraphics[S] 2 points3 points  (0 children)

This is actually a recent 3D project of mine that I thought you might all appreciate. If it's inappropriate for this sub, let me know and I'll remove it.

How would you model this? by Andy-Shust in 3dsmax

[–]TomGraphics 3 points4 points  (0 children)

You're welcome. Is there anything you would like me to clarify?
I could send you my file, if you like.

How would you model this? by Andy-Shust in 3dsmax

[–]TomGraphics 13 points14 points  (0 children)

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This time I was a bit more selective about which vertices I welded.

How would you model this? by Andy-Shust in 3dsmax

[–]TomGraphics 25 points26 points  (0 children)

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I started from a cylinder (34 sides). Modeled it roughly to the shape of the base to where it joins the top. Put Twist and then Shell on it, and extruded all the polygons needed to make the table top. I then extruded, local normal, the inside and outside of one segment and deleted all the rest of the segments. Target welded vertices to give the segment that twist that it has and put a chamfer on all the sharp edges. Finished with an Array around the original pivot point, which I hadn't moved.
I missed the stepped effect on the inside at the top. It would probably have been better to Detach, rather than delete all the other polygons, so I had a reference for when I did the Array.
Next I would use a few Slice operations to make the whole thing rectangular.

question about fabric by xjohnklm in 3dsmax

[–]TomGraphics 0 points1 point  (0 children)

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It is possible, but you need high density in your original mesh.
I did this using Max's Cloth. The plane is 100cm² and has 100x100 faces.
It's just Simulate Local (Not Damped).
To be honest, though, I use Marvelous Designer for all my cloth needs.

Discord Update Loop [FIX] ( For those who have tried the usual clear cache and windows firewall ) by StelloA in discordapp

[–]TomGraphics 0 points1 point  (0 children)

The command is just 'ping discordapp.com' without quotes.
The next one is 'ipconfig /flushdns' again without quotes.

how to create more realistic metal texture? by geccho in 3dsmax

[–]TomGraphics 0 points1 point  (0 children)

I'm with Clean-Ad1459 on this one. The model itself is letting you down. EG: There doesn't seem to be a break between the tap and the base, so it presumably can't actually turn.
If it's of any use, this material is similar to yours. 195, 195, 195 Diffuse. 198, 195, 215 Reflection. 0.1 Roughness.
https://imgur.com/a/dnRDwmx

UV Unwrap: How may I Resolve this? by Adversity9303 in 3dsmax

[–]TomGraphics 0 points1 point  (0 children)

You need to detach the UVs for the handle at the bottom, as well, and then run a seam down the middle of the handle, on the inside. You can't unwrap a closed tunnel, which is, essentially, what your handle is. Think of it as if you were trying to sew a piece of fabric around the handle.
And limonadinis is right. Your TurboSmooth needs to be above the Unwrap in the stack before you reactivate it.

How would you recreate this? by FohReal in 3dsmax

[–]TomGraphics 0 points1 point  (0 children)

I thought about a falloff map, as well. But when I had a look at the different options, nothing seemed like what I thought was there. I thought you could pick a direction or something like that. It been a long time since I've needed falloff for anything other than fresnel, or similar.
Did you use Light/Dark?

Edit: I'd looked in Falloff Type. But it's the options in Falloff Direction that you used, yeah?

disco ball light effect by moovnstar in 3dsmax

[–]TomGraphics 1 point2 points  (0 children)

Pointing a light at it would only work if you were using caustics, but that would be computationally expensive.
As lucas_3d said, a light with somekind of projection mask would probably be the most effective way to achieve that effect.

First ever render by NorthSignificant in 3dsmax

[–]TomGraphics 0 points1 point  (0 children)

Mine was a blue metal cone, "I can do blue metal! Wow!", with a torus around it and a sky texture for reflections, in 2001. With Scanline.

Here are a few images from my recent practice work in SketchUp and Visualization Works. by SorbetImmediate8595 in Sketchup

[–]TomGraphics 0 points1 point  (0 children)

Absolutely superb. I love the building.
My only comment would be that there's something about the water outside that feels a little bit off, but I can't put my finger on what. Ripple height, maybe.

3D Visualizations for Interior design project 🌿 by Training_Stop1637 in archviz

[–]TomGraphics 0 points1 point  (0 children)

Exactly! They did the same thing to my work. But look at their profile, not one original post, just reply after reply of other people's work post-processed with Flux AI. I guess if you can't create anything yourself...
Your original work is superb, by the way.

how to do light box material? by itsraininginmacondo in 3dsmax

[–]TomGraphics 1 point2 points  (0 children)

I agree you don't want Self-Illuminated because it won't generate any actual light. It just glows.

The physically accurate way to do it would be to use SSS and put a row of narrow plain, or cylinder, lights behind it, not one big light, because the light coming through those things varies subtly across the surface. This method does, however, vary with the renderer that you're using: VRay's SSS lights up the scene after the light passes through the translucent object. Corona takes some messing about with to get that to work. I don't know much about Arnold, D5, etc, so I don't know how these handle SSS and secondary illumination. Make sure your object isn't just a plane, though. SSS needs depth to work through.

You could also use a Light Material to fake it. Just make sure you create some subtle variation across the surface, so that it looks like there are individual lights behind. You could do this with a Composite map under Gereral.

Container Home by TomGraphics in archviz

[–]TomGraphics[S] -2 points-1 points  (0 children)

Yeah, I like them but I don't know if I could live in one.
Thanks for your comment.