Aug 12, 2009

Posted by in Tutorials | 21 Comments

Tutorial 4: Making a weaved pattern in 3D Max

In this tutorial I will be talking mainly about how I made the weaved pattern (wattle) for the sides of the chair in the scenes below. There were a few requests so I decided to write about it, I’ve tried to draw the general idea of how it was made, as a final render it might look complex, but breaking it apart you’ll find out that its mainly a repetitive pattern. So here it goes…

Living Room © Skyrill Design Studios

Living Room © Skyrill Design Studios

Living Room © Skyrill Design Studios

Living Room © Skyrill Design Studios

In this tutorial I won’t be going over making the same chair above, but will make use of the weaved pattern to create a side table, both to make it shorter on you and make something else.

Hope you find it useful, and please leave a comment with any questions or comments :)

*Please click on the thumbnails to view them in full size

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Step 1- Create a plane, and set the horizontal segments based on how many there will be in your object. The vertical will be for how wide each curve in each line will... Don't worry, it will clear up below.

Step 1- Create a plane, and set the horizontal segments based on how many rows of the pattern will be in your object. The vertical will be for how wide each curve in each line will... Don't worry, it will clear up below.

Step 2- Convert your plane to an 'Editable Poly'.

Step 2- Convert your plane to an 'Editable Poly'.

Step 3- Select all the vertices making up your vertical segments, selecting 1 column and skipping another, just like in the thumbnail.

Step 3- Select all the vertices making up your vertical segments, selecting 1 column and skipping another, just like in the thumbnail.

Step 4- Drag these vertices to the front, depending on how much curve you want to give your shape.

Step 4- Drag these vertices to the front, depending on how much curve you want to give your shape.

Step 5- Choose one of the horizontal edges, and press 'Loop' and then 'Ring' form the right menu.

Step 5- Choose one of the horizontal edges, and press 'Loop' and then 'Ring' from the right menu.

Step 6- Choose create shape from outline from the right side. Make sure you choose 'smooth', this will allow the sharp corners we created earlier to smooth out. * Feel free to adjust the vertices we moved forward earlier, since you have a better view of how it will look smoothed out.

Step 6- Choose create shape from outline from the right side. Make sure you choose 'smooth', this will allow the sharp corners we created earlier to smooth out. * Feel free to adjust the vertices we moved forward earlier, since you have a better view of how it will look smoothed out.

Step 7- Select your spline, and on the side, under 'Rendering', place a tick next to "Enable in Viewport", and choose the rectangular option. Depending on your unites and scene size, choose a size that's reasonable, make sure that the gap that it creates between a line and another, can fit the same line, this will be important for the next step.

Step 7- Select your spline, and on the side, under 'Rendering', place a tick next to "Enable in Viewport", and choose the rectangular option. Depending on your units and scene size, choose a size that's reasonable, make sure that the gap that it creates between a line and another, can fit the same line, this will be important for the next step.

Step 8- Once you are satisfied with the width and height of your lines, select the object / spline as a whole, hold Shift + Drag up to duplicate the same set of lines in the gaps that you created. Make sure that the splines don't overlap one another and fit nicely.  Now change your viewport, and drag these set of lines to the left/right, so that the curve would be facing the opposite way of the other set of lines curves. * I felt like the oval gap it created between my lines was a bit too much, so I selected both, and using the Scale Tool just adjusted it a bit.

Step 8- Once you are satisfied with the width and height of your lines, select the object / spline as a whole, hold Shift + Drag up to duplicate the same set of lines in the gaps that you created. Make sure that the splines don't overlap one another and fit nicely. Now change your viewport, and drag these set of lines to the left/right, so that the curve would be facing the opposite way of the other set of lines curves. * I felt like the oval gap it created between my lines was a bit too much, so I selected both, and using the Scale Tool just adjusted it a bit.

Step 9- Remove the extra vertices that are created on the sides, making them both almost start and end at the same points.

Step 9- Remove the extra vertices that are created on the sides, making them both almost start and end at the same points.

Step 10- Create 2 Cylinders next to each other, you can scale them to make them more of oval shape, and make them fit into the gaps between the places the lines intersect, and Duplicate these 2 Cylinders across to the end to fill up all the gaps.

Step 10- Create 2 Cylinders next to each other, you can scale them to make them more of an oval shape, and make them fit into the gaps between the places the lines intersect, and duplicate these 2 Cylinders across to the end to fill up all the gaps.

Step 11- Using cylinders, create a frame for your 'Weaved Pattern' we created.Group everything you've made so far and call it "Side".

Step 11- Using cylinders, create a frame for your 'Weaved Pattern' we created. Group everything you've made so far and call it "Side".

Step 12- Using the rotate tool, Hold Shift and Drag into a 90 degrees angle, repeat this step 3 more times to create a square shape, creating the 4 sides of your table. * You might need to open the new groups and remove some of their legs (cylinders) since they might overlap at some corners.

Step 12- Using the rotate tool, Hold Shift and Drag into a 90 degrees angle, repeat this step 3 more times to create a square shape, creating the 4 sides of your table. * You might need to open the new groups and remove some of their legs (cylinders) since they might overlap at some corners.

Step 13- Create a thin box at the top, this will be the glass.

Step 13- Create a thin box at the top, this will be the glass.

Step 14- Select the top border of your 4 legs, and using the "Chamfer" tool, give it a "Chamfer Amount" of 3, and in the Modifier List, Apply the "Smooth" modifier, and check the "Auto Smooth" in its option panel.

Step 14- Select the top border of your 4 legs, and using the "Chamfer" tool, give it a "Chamfer Amount" of 3, and in the Modifier List, Apply the "Smooth" modifier, and check the "Auto Smooth" in its option panel. * You will need to convert the cylinders to an 'Editable Poly' in order to choose its top border like we did above.

Final- After applying material and lighting, the final model could look something like this:

Final- After applying material and lighting, the final model could look something like this

That’s how I did my last scene, but there’s also another way using Displacement Maps, which I’ll talk about in my next tutorial…

I hope you found this tutorial useful, if you have any questions, I’d be more then happy to answer them, just email me or drop it in the comment box.

Take care until next time!

  1. sweet! damm sweet

  2. looks interesting. thanks for sharing

  3. Cool!!!… thanks for sharing bro!

  4. nice stuff you got there and nice lesson

  5. thanks for your helpful tutorial

  6. thats awesome

  7. Very useful tut, thanks!

  8. Technique looks useful, thanks for the tut Since I’ve discovered the clone modifier I tend to do such things with it – fast, controllable and procedural! Check it out!

  9. wow!!! you make it look too easy, appreciate it man!!

  10. NICE! thanks for sharing ;)

  11. Appreciate the tutorials in general and this one in particular, gonna go ahead and subscribe to your feed. Keep up the great work!

  12. thanks for hte tut!

  13. great tutorial, who would have thought something that complex would turn out that way… thanks a lot for sharing your techniques and tips, will make sure to always stop by for more.

  14. really nice tut, thanks for sharing ^^

    but i’m stuck at step 6
    any idea why i can’t get all segments smoothed but only the ones on the side of the poly? :(

  15. hey,

    can i see a screenshot please?

    did you select only the segments in a row, horizontal ones only? because if you select any vertical ones you’ll face that problem…

  16. thx hussain for your help :)
    i’ve tried now for the third time and realized that my error was in not pushing vertex in step 4 not far enough from the others
    all fixed now!

    anyway this was the effect i got
    http://i35.tinypic.com/2d7ya11.jpg

    thanks again and greetings form Sardinia ^^

  17. Much Thanks

  18. I am very thankful of 3D tutorial

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