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Howto create Organic Structure & Surfaces
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  • Criss2
  • Posted: 24 January 2012 12:39 AM
  • Total Posts: 28
  • Joined: 25 March 2011 06:02 AM

Hey Guys,

i have a seen a very nice Model of an Human Antibody in the Internet and tried to recreate a similar model. I tried several techniques like 3D Displacement (with Cell-Map) on different Shapes, Blobmeshes, but none of these were really effective. Have u any Idea of how to get a model like this done?

cheers Criss



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model low poly one and then complete it in sculpting software(like mudbox or zbrush)

Author: Janiashvili©

Replied: 24 January 2012 01:52 AM  
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hi :) many ways :-
1-PF + Blobmesh (relax mod. may needed)
2-polyes + Blobmesh (relax mod. may needed)
3-polyes + meshsmooth (or turbosmooth)

Author: nawres102

Replied: 25 January 2012 05:27 PM  
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  • Criss2
  • Posted: 24 January 2012 02:07 AM

thanks, but i try to stay inside of max. are there any other relevant approaches i could try?



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Try using scatter to add spheres all over this object.  Might give it that organic look?

Which image are you trying to replicate?

Alex



3dsmax 2012 14.0 SP2 / Mudbox 2012 / Windows 7 Pro 64-bit / i7-2600k 3.40GHz o|c to 4.5GHz / 16GB RAM / NVIDIA GeForce GTX 460 1GB / 2x 1920 x 1200 / 1TB WD HD / Microsoft Wireless Mouse 5000 / Emprex 6310U Keyboard / Wacom Bamboo Pen / Nescafé Alta Rica black, no sugar.

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Attached is a sample file with a really quick example of making this kind of effect. Essentially… just use some basic Editable Poly tools and common modifiers...you should get the effect fairly quickly.



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  • cyb3r
  • Posted: 24 January 2012 08:31 PM

I would also try meta particles and mesher. Some time ago I did similar models this way with pretty good result.



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  • Criss2
  • Posted: 24 January 2012 10:14 PM

thanks to your answers, especially to your model shawn. it helped a lot!



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You are welcome.

Max has many ways to solve most objectives. There were several valid suggestions above. Often you will find that only experience will guide you to the “correct” solution… and by correct I mean the one that solves the issue with the least amount of time and work. In this case, you can model it much more quickly than set up a particle system; however… if the scene were more extensive (say it needs to be a landscape of interconnected nerves, etc..) then trying to model the whole thing would be too time-consuming and a particle system would be “correct”.

Another thing you should look into is controlling some of the surface detail with a Displace modifier and control the displacement with a procedural texture.

Author: Shawn Olson

Replied: 25 January 2012 03:17 AM