Archmodels vol. 63

Mookie 2009-05-11 00:00 tutorial  > 3ds MAX  > modeling

Evermotion Team offers you an Archmodels 63 Collection, a complete new way of creating your own scenes for professional exterior renders. Not only it provides you with a high quality models but it also lets you to arrange them in a unique, desired order.

There are no boundaries anymore, no limitations except your own imagination. With just a few mouse clicks you can prepare beautiful hedges and walls around your buildings, colourful lawns, realistic stairs and streets that will breathe life into your scenes. Using models gathered in Archmodels 63 Collection is similar to playing with puzzles. That's why we called it "Your visualisation puzzles" - everything is up to you, just pick up all the elements you need and start having fun.

BEFORE YOU START
At first glance you may have some problems with guessing the purpose of some of the objects from Archmodels 63 Collection. The truth is that everything's even easier than you think! There are only two simple rules that will guide you through the process of creating your first scene. Not only the visualisation puzzles will make your work faster but also they will help you remain precision in matching all the necessary elements.

First of all, always use snapping options as for they let you align one object to another one. This operation guarantees great precision, which is essential in using both puzzles in a real world and objects from Archmodels 63 Collection. Press "S" on your keyboard or hit the icon shown below with your left mouse button to enable snapping. Make sure snapping to Vertex or Edge/Segment is enabled by pressing right mouse button on the icon motioned above.



Do not forget about Angle Snap Toggle icon. It will help you to rotate the objects with a defined angle. You can also use Axis Constraints to move your objects along chosen axis.



Secondly, in order to save your time try to use an Array tool that duplicates your object in a desired number and direction (Tools>>Array). Although it may not seem necessary in creating walls, stairs and streets, it becomes indispensable when you want to make lawns and paths that require greater number of elements. Notice that in most cases the length of the objects is exactly the same or is the result of multiplication of that length value. That's why most of the objects fit each other, what makes them perfect to use with an Array tool. The example below shows the settings of an Array tool that duplicates a square piece of pavement 5 times on an X axis (the object width and length is exactly the same and amounts 120cm).



 CREATING PAVEMENT
 
Let's start our work by creating pavement. You'll need three plates from the fifth set of Archmodels63 Collection. They will form a basic shape for the round ornament in the pavement (Arch_063_005_25, Arch_063_005_23 and Arch_063_005_26) and the pavement itself (Arch_063_005_01). Merge them all together with your scene and try to arrange the first three of them in the order shown below.



As you can see one element in the right upper corner is missing. We will fix it in a three easy steps. Duplicate the object marked as Arch_063_005_23, then rotate it 90 degrees clockwise and finally mirror it on an X axis using Mirror Tool located in a 3dsMax toolbar.



We have just made a quarter of our round ornament. All we have to do now is to duplicate it three times, rotating it 90 degrees clockwise every time. You'll find out that even now they fit each other perfectly, due to a seamless, tiled high quality texture.



In order to create the rest of the pavement, use an array tool and duplicate the object named as Arch_063_005_01. Don't worry about the shape of kerb and stairs - we don't need our pavement to fit them as long as it will be hidden under those objects. Nevertheless be aware of the grass in the foreground; in this case we will have to remain greater precision and merge a few extra objects from the fifth set of Archmodels63 Collection (Arch_063_005_10, Arch_063_005_06, Arch_063_005_08 and Arch_063_005_00). With just a few mouse clicks we should arrange them in a desired shape; do not forget about snapping and mirroring tools that are absolutely essential in such stages of our work.




CREATING KERB AND LAWN

One of the best things about Archmodels 63 Collection is the ability of combining the elements from completely different sets together. As a proof of that let's merge with our scene three objects from the fourth set: Arch_063_004_29, Arch_063_004_30 and Arch_063_004_31. You should not be worried that most of them are kerbs with a ground that do not fit the pavement from our scene. Just select one of them and hit "4" to start modifying its Faces. Highlight everything except the kerb and delete it; repeat those steps for the rest of the objects and you are ready to go!




Use the top part of the round ornament as a pattern for localization of the kerb. Extend it by adding the remaining parts of the kerb until you get similar result as the one below.



Time to get back to the lawn - there are still two large parts missing, both from different Archmodels 63 Collection sets (fifth and fourteenth). Since the way they need to be made is in both situations exactly the same let's focus our attention to the area on the right. First take a closer look at the shape of the kerb - be aware that you need to find elements that will fit it as precisely as it's possible (don't forget these are "Your visualisation puzzles"!). You do not have to be too exact due to the width of the kerb and the possibility of hiding the edges of the lawn under it.



Once you find all the necessary parts, merge them from the fourteenth set with your scene and put them all together in the right order. Select every object of the newly created lawn and add a FFD 4x4x4 modifier from Max3ds Modifier List. We'll use it to create little elevation of the ground that will make our scene much more realistic.



Move the chosen control points of the lattice in order to manipulate the shape of the lawn. When you're done, you can either apply FFD 4x4x4 modifier by converting the objects to Polys (RMB>>Conver to:>>Convert to Editable Poly) or leaving it as it is for further improvements.

 

CREATING STAIRS AND WALLS

Creating stairs is perhaps the easiest part of our work. Just find all the necessary objects inside the fifth set (Arch_063_005_19, Arch_063_005_20 and Arch_063_005_22) and merge them with your scene. Notice that the first two elements give you the opportunity of changing the width of the stairs. Don't worry about the artifacts - all the textures are perfectly seamless which guarantees invisible tiling.




Try to arrange the stairs in a given order. It seems impossible though one element is missing - there is a big hole between the first two parts of the stairs. Instead of being confused take a look at the fourth set and its objects named as Arch_063_004_33, Arch_063_004_34. Arch_063_004_35, Arch_063_004_36, Arch_063_004_37 and Arch_063_004_38. It's all there, ready to use with all kind of the concrete stairs.



Adding walls and arranging them in a specific order should not be a problem now (you will find them in the thirty-third set of the Archmodels 63 Collection). They should fit to stairs just like two puzzles matching each other – truly your visualisation puzzles!


 

ADDITIONAL OPTIONS
 
Sometimes you may not find the shapes you are looking for. As the matter in fact it would be simply impossible to provide our costumers with all kind of objects they may need. Instead of giving up your ideas try to follow this short guide that will add an extra curvature to every straight object from Archmodels 63 Collection. At the beginning let's merge the object from 26th set (Archmodels63_026_02) with our new scene. As you can see it's a straight wall with too low number of edges to bend. Well, this is the first thing we are going' to improve. Select the object and press "2" to modify its edges. Hold your left mouse button and select all the edges that go horizontally through the scene from the Top View. Use the Connect option from the Modify panel and add about 12 new edges to both wall and planks. Create a new Spline object using the Line. Give it a desired look and select the Archmodels63_026_02 object again. Add it a Path Deform modifier picking up your Line as a deform pattern for a Poly. Changing Path Deform Axis, Percent and - optionally - Stretch value from a Modifier Parameters should result in expected deformation of the wall. In some cases instead of using Path Deform Modifier it's recommended to give Bend Modifier a try. Although its usage is limited to some basic types of deformations, it may be considered as a great solution creating round walls or corners.


 
Author: Mookie
Tags:
You may also like...
New Ivy Generator plugin for 3DS Max 2020 in development

New Ivy Generator plugin for 3DS Max 2020 in development

Script/Plugin to generate ivy’s for 3Ds Max 2020
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.
Whiskey19:58:29  |  26-11-2009
I cannot see the animations. Why?
maajid18:47:38  |  16-01-2010
we cant see flash content on this page... please update as this information is too valuable
battusani10:59:06  |  23-01-2010
this is very good
bilalonder13:58:27  |  22-02-2010
pls share pdf version
agorafobia14:20:11  |  03-08-2010
Pls share PDF for bilalonder..(:
ArchEm12:21:17  |  30-08-2010
Hi i'm so embarassed to even ask this and sorry to bother you all, but i've just got the archmodels vol.45 and the thing is i cannot open the files under the extention .max in the vray directory. How can i open them? for the record...i'm an extreme beginner in both v-ray and max :). If you guys could help, i'd be extremely greatful. Thanks.
ruilv22404:29:26  |  03-03-2011
真不错!
marlizan18:00:47  |  22-04-2018
Its 2018 now, and I cannot view this video / animation / ? After making purchase, will anyone respond to any of my queries posted in this comments mode for community support...

+ ADD A COMMENT

  • ul. Przedzalniana 8, 15-688 Bialystok, POLAND