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Modeling a Tree Trunks with Branches in 3DS Max

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									Today we will make a simple tree trunk with branches in 3dsmax by poly
modeling in association with line tool.




At first, we will draw some profiles for the trunk and branches. Select
Shapes > Line.
Then draw s straight line in the front viewport. We will convert it later on
to Editable Poly.
Then again in Front viewport, draw two lines as below.




Select the right-side branch-line. Go to Hierarchy panel. Turn ON Affect
Pivot Only and then activate the move tool. Move the pivot to its root where it
touches the trunk.
Repeat this step for the left-side branch as well. Then Turn OFF “Affect
Pivot Only”.




Now select the two branch lines. Then activate the Rotate tool. Select
“Use Pivot Point Center” as Transform Coordinate system.
Select “Local” as Reference Coordinate System.




Now press and hold SHIFT in keyboard and Rotate the selected two lines. After
rotating about 75-80 degree around Y-axis, release the mouse button.
In the Clone Options dialogue box, click OK.




Move the newly cloned two lines to the up.
Select the first line (which we drew one for the trunk earlier). Then adjust
its parameters as below in the Modifier Panel.
Right-click on “Line” in the Modifier stack and choose “Editable Poly”.
Go down of the Editable Poly’s “Edit Geometry” roll-out and choose “QuickSlice”.
Then just under the lower right branch-line, click twice as shown below to have
a new row of edge there.
In the same way, do the “Quick Slice” operations to add more row-edges as
below. Every two row-edges should encompass the root of the branch-lines.
Enter into the “Polygon” sub-object level. Now go to perspective viewport and
rotate the viewport to see one polygon near to any lower branch-line. Select the
polygon. Then click the Settings button next to “Extrude Along Spline” button.
In “Extrude Polygons Along Spline” box, click “Pick Spline” button and then
click the nearby line in the viewport to pick this as the driving line of our
first branch.
Adjust the Taper amount so that it looks like a branch. Click OK.
Using the same technique, extrude the polygons near other branch-lines one by
one along the adjacent line. You may like to play with Taper amount and also you
may want to apply some twist in the “Extrude Polygons Along Spline” box.
We have now four branches. But what’s about the roots of the trunk.
As earlier, draw and clone to make four lines for roots. But this time , they
should stay very near the bottom of the trunk.
Now, apply a QuickSlice just to make one row of edges as below (i.e. just
above all root-lines).
And again using the “Extrude Polygons Along Spline” option, extrude four
polygons to the respective adjacent lines to make four roots.
Now it’s the time to refine the shape at vertices level. Select and
move/scale/rotate the vertices to give a more natural look to the tree. I did
not do it too much. But you may like to do the practice of refining.
Select the vertices of the bottom that encompasses all the roots and scale-up
them uniformly to have a real-world look of the tree. Also, scale-down the
topmost vertices.




Make a material with a diffuse map of Hi-res bark texture and apply it to the
trunk. Add a “UVW Mapping” Modifier to it. Choose “Box” mapping and adjust the
Alignment of the mapping as necessary. Your trunk should be ready for render.
Posted under Intermediate Level
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