Starting point : Complete noob in 3dsmax

I have been turning around the 3dsmax software for ages, mainly for getting nice renders out of my simple models, with Vray lights and materials. Often turned into crappy renders anyway.

What I didn’t know for a very long time is how both powerful and accessible the 3D modeling was on that software when it comes to draw complexe shapes. I always struggled with those in regular modeling, and hopefully enough it didn’t come as indispensable in my architecture cursus.

I could make a teapot in 3dsmax, but only because it was right on the toolbar.

Student project REVIT house in the back yard
One of my student projects, on REVIT, only straight lines allowed

As long as you didn’t want to go full on Zaha Hadid or Frank Gehry, you were fine with Autocad and Sketchup. And those software also seemed more appropriate for me for accurately scaling my project in details, with straight lines anyway.

Turning point : Arrimus 3D, the light from above

However, I came recently upon a tutorial video amongst the million videos of that category you’d find on youtube, but this one was gamechanging to me.

It explained how you would be able to model the kinds of volumes and shapes commonly found on video games, animation movies and so on, with 3dsmax, by focusing on the user interface and some basic tools.

This came from the great Arrimus 3D, to whom I will always be grateful, by far the best youtube tutorial channel on 3d modeling I’ve ever seen, to learn how to model basically any shape with 3dsmax.

Being able to follow that tutorial and watching the result unfolding, a precise 3d helmet with reference images for the front and the profile, was a revelation.

If you want to learn 3D modeling, this is the moneypot of knowledge for 3dsmax (as for some other software like Zbrush) :

Arrimus 3D main channel

Unfortunately, it seems that his former videos have in large number disappeared from his channel, but there is an archive channel being rebuilt with some of his previous work, fortunately.

Arrimus Archive channel of tutorials

By the way, Arrimus, if you ever read this, thanks a lot for everything you have been teaching for so long and so extremely efficiently. I’m sure there is a large community of learning modelers who owe you a great deal.

Current point : Yeah, I can probably model this

That first video changed everything for me and helped me bridge the gap of how I could make one of these complexe shapes by myself with a clever use of those 3 tools :

  • Edit poly modifier, used in stacks just as photoshop layers
  • Turbosmooth
  • The show result toggle shortcut : the one thing that blew my noob mind
What I call the shark triangle, a twisted ring with a tri symmetrical shape enclosed within, modeled in 3ds max

To go deeper on those principles that need a lot more explanation, I’ll dedicate a separate post here :

>My 3 basic principles of 3d modeling in 3dsmax

Edit poly with Gaudi

With those 3dsmax principles in mind, I went along and started modeling some things out of basic geometrical shapes, into more complexe ones.

My principal source of inspiration for those complexe shapes came from one of my all time favourite architect, Antoni Gaudi. All of his buildings are very close to high end sculptural works, coming from a very vivid imagination, especially the Casa Batllo, my favourite of his.

Casa Batllo atrium stairway
Gaudi’s Casa Batllo, resident stairway, no straight lines allowed here

I then began modeling some of the shapes I saw in that house, using the same principle, and refining my workflow little by little.

The idea was : if you have to exercise your modeling skills, might as well do it on shapes that inspire you, and also that present some new kinds of difficulty, that’s important. If you can model complexe “complexe shapes”, then you can model average “complexe shapes”.

Here are a few illustrations of the results I got from a few items in la Casa Batllo, one of Gaudi’s greatest works of architecture. The modeling of the entire house is still just a dream at this point, given its inner complexity.

The understanding of the ‘logic’ of some of its shapes is a good start if you wish to recreate them in 3D on the software. For instance, the base is a cylinder, or a box, it’s symmetrical here and there, those parts are extruded from here, etc.

However, it is not enough. This also requires to know in advance the kind of tools 3dsmax can offer (here again thanks to Arrimus 3D tutorials), and how those tools help you achieve certains free form results.

How you get to the end result is a combination of those two parts.

Making of : 3dsmax tools recap

As an illustration of the point above, here is a very quick summary of the tools I used for each one of those 3D model projects (in chronological order of creation).

The point is that I always started from a very simple geometry (cylinder, box), then added layers of edit poly or other modifiers, to finally turbosmmoth the whole and get the result wanted. It’s a very step-by-step based method, which is what I wanted to detail here to demystify the process of 3d modeling.

I’ll also leave some links to pages where you can get these models and see for yourself (some are free, others are cheap).

Ceramic tile from the stairway

  • Draw a simple box
  • Edit poly
  • Symmetry by angle
  • Edit poly on top
  • Symmetry x2
  • Turbosmooth

  • Gaudi Ceramic blue tile modeling in progress

Link to download the model

Stairway spiral

  • Draw a circle
  • Edit poly
  • Draw spiral spline
  • Deform along spline
  • Scaling curve to make the tip smaller
  • Edit poly on top to mend everything
  • Turbosmooth

Link to download the model for free

Stairway ‘Shark triangle’

  • Draw a circle
  • Edit poly to keep the perimeter
  • Twist the outer ring
  • Edit poly for the inside shape
  • Deform along spline
  • Edit poly on top to mend everything
  • Turbosmooth

Link to download the model for free

Stairway ramps

  • Import the previous models
  • Edit poly for the stairs
  • Deform along spline for the ramps
  • Curve scale to make it wider at the bottom
  • Turbosmooth

Link to download the model

Gaudi column in Casa Batllo’s main room

  • Import the previous models
  • Edit poly for the stairs
  • Deform along spline for the ramps
  • Curve scale to make it wider at the bottom
  • Turbosmooth

Link to download the model

Conclusion

With those models behind me, I feel more confident about having to integrate particular complete shapes in any future projects, since I know now how they can be made, even if it’s not necessarily easy every time, in the rediscovered 3dsmax.

Add in a simple material and nice lights in Vray, and you can appreciate the result, all of it coming out of stacks of 3D modifiers and tweaking one simple geometric shape in 3dsmax.

That just about covered my first steps, necessary steps, into ‘harder’ 3d modeling, just opening the door to a whole new world, building new skills built little by little.

Hope it will come in handy soon, along the journey and hope it might help you as well to get started. For nice video tutorials of 3dsmax modeling in general, I advise you to check Arrimus’ channels.

Until next time, take care.

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