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Model Making Project types

Sohail Commercial

Sohail Commercial | Commercial Building | 2017 | Completed | Educational
Description:

Scale : 1/250
Size : 150cm X 200cm
Material : Plexi-Glass + PVC 
Lighting: SMD + LED
Time schedule : 25 days

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Model Making Project types

Commercial-Residential Building

Commercial-Residential Building | residential Building | 2018 | Completed | Private
Description:

Scale : 1/150
Size : 200cm X 200cm
Material : Plexi-Glass + PVC
Lighting: LED
Time schedule : 20 days

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Model Making Project types

Chemical Industry Township

Chemical Industry Township | Industrial Factory | 2017 | Completed | Governmental
Description:

A chemical plant is an industrial process plant that manufactures (or otherwise processes) chemicals, usually on a large scale. The general objective of a chemical plant is to create new material wealth via the chemical or biological transformation and or separation of materials. Chemical plants use specialized equipment, units, and technology in the manufacturing process. Other kinds of plants, such as polymer, pharmaceutical, food, and some beverage production facilities, power plants, oil refineries or other refineries, natural gas processing and biochemical plants, water and wastewater treatment, and pollution control equipment use many technologies that have similarities to chemical plant technology such as fluid systems and chemical reactor systems. Some would consider an oil refinery or a pharmaceutical or polymer manufacturer to be effectively a chemical plant.

Scale : 1/300
Size : 320 cm X 150 cm
Material : Plexi-Glass + PVC
Lighting: SMD
Time schedule : 35days

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Post

How To Tastefully Use Art To Amplify The Ambience Of Your Rooms

Completing a look doesn’t stop with furnishings and wall color. Using art to create ambiance is one of the most important parts. Often left as a finishing touch, it can also be done first to create an entire look around your work. At any budget you can find conversation pieces, tell your story, or just have something that is pleasurable to your eye. Choose the right piece, the right size, and the right quantity of pieces to make the best of your art. The rooms below use art to add color, drama, and even calmness to their spaces.

Categories
Governmental | Office Project types

Shaqlawa Learning Directorate

Type
Governmental
Year
2015
Locatio
Shaqlawa - Erbil - Iraq
Style
Modern
Situation
Proposal
Sector
Governmental
Description:
Shaqlawa is an historically Assyrian city in the Arbil Governorate in the Kurdistan region of Iraq. Shaqlawa, a city of approximately 25,000 people, lies 51 km to the northeast of Erbil, at the bottom of Safeen Mountain
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Learning Post

The 5 best new 3D tools for June 2017

We’re alreay halfway through the year and developments in the world of 3D artdon’t show signs of slowing down any time soon. With plenty of tools and updates hitting the scene, let’s dive in with the top 5 tools for June.

1. Laubwerks

Laubwerks are touted as the best foliage kits in the business

If you’re into architectural visualisation or environment work then it’s very likely that you will need foliage of some kind. Over the last few years Laubwerk have produced some of the best quality foliage packs around.

What makes them special is not just the excellent models and accompanying textures but the implementation. Not only doe they ship plugins for various host apps but the Laubwerk player also lets you dial in attributes for your plants, from age of plant to the season, with materials and meshes responding appropriately.

Now, Laubwerk have released their first shrub pack, as well as a new Maya player, bringing these top quality kits to an even bigger user  base.

2. Modo 10.1

10.1 adds a large feature list to the previous release and will please modelers

Not that long ago the foundry announced their new model for development of modo and now we are seeing the results of the second edition in this series, 10.1.

10.1 is solidly focused on modelling and brings to the table far more than can be talked about here but the highlights are some huge additions and improvments to MeshFusion, the versatile Boolean system.  With similarities to Zbrush’s shadowbox it allows the user to create Booleans from different angles, making complex shapes far easier than traditional methods.

Also a big new feature, and one that joines forces with other areas of modo, is the procedural modelling system,. With many uses it’s hard to describe fully here but see it as a way of creating and editing models non destructively, with operators able to be freely moved, adjusted and animated.

10.1 is a big release so head to the product page to read more and see some of the demo videos.

3. Guide to GPU rendering

In depth guide to rendering on the GPU is free to all registrants

The battle for rendering supremacy is raging away, with both GPU and CPU camps having good points to make. However understanding the benefits of one system over another is not always that simple but Chaos Group Labs have come to the rescue, with this in depth and best of all, free guide on how working with a GPU can make your life as a cg artist easier, or at least quicker.

Of course there’s a slant towards V-Ray but that is in some ways irrelevant. The pros and cons are the same and the authors have put together a really comprehensive guide, covering everything from compute power background and history to what the future could hold.

4. Spline connect

The most efficient way of connecting spline segments is only $15

Default Cinema 4D installs don’t provide a way of easily connecting spline objects but Mike Udin, has the answer. His new Fast Spline Connect plugin, available from cgtools, makes it about as simple as any command can be.

At just $15 it’s impossible to resist if you ever work with splines and should really be a part of the standard feature set. Seeing as Cinema 4D has such a large user base we can certainly see this being a popular plugin.

5. Autodesk Industry collections

Autodesk’s new collection is a rent only affair, although cheaper than pervious iterations

If you are a fan of Autodesk software but your budget prohibited signing up tho their subscription service there’s some good news. The big ‘A’ have reshuffled their software suites into ne ‘industry collections’, which contain the same core products as before, although obviously not softimage, and they come out at a fairly substantial reduction in yearly cost (around $300 depending on your choices).

On top of this the new collections also sign you up to a new cloud service, for rendering, storage and other tools like the character builder.

There will no longer be the option to buy a perpetual license however, so if you really need to use the software plan ahead.

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Download Plugins

VRay 3.00.01 for Maya 2015

VRay 3.00.01 for Maya 2015 | 160 MB

Info:
V-Ray 3.0 for Maya focuses on artist productivity and delivers a powerful new set of features and improvements to speed up lighting, look development and rendering workflows.
Built to meet the creative demands of CG artists and modern production pipelines, V-Ray 3.0 for Maya is a full suite of physically-based lighting, shading and rendering tools tightly integrated into Autodesk Maya.
Faster Ray Tracing and Rendering Performance – V-Ray 3.0 includes a number of overall speedups, and the new optimized ray tracing core performs significantly faster.
Faster Feedback – The new Progressive Image Sampler delivers instant feedback to artists and makes lighting and look development quicker and more intuitive.
More Powerful V-Ray RT – New in V-Ray 3.0, V-Ray RT renders directly in the Maya viewport and supports final frame rendering and animated sequences.
Advanced Characters and Creatures – Improvements to character and creature workflows include optimized Hair and Fur, improved Subsurface Scattering and a new VRaySkinMtl shader.

Buy here: http://www.chaosgroup.com

Download

Uploaded

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Rapidgator

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Nitroflare

http://nitroflare.com/view/B62736BC0E0661B/vray_adv_30001_maya2015_x64.rar
Categories
Download Plugins

V-ray 3.30.05 For 3ds max 2014 – 2015 – 64 bit

https://i.imgur.com/N1fl3P0.jpg

V-ray 3.30.05 For 3ds max 2014 – 2015 – 64 bit

Title: V-ray 3.30.05 For 3ds max 2014 – 2015 – 64 bit

Render most scenes up to 20-50% faster with V-Ray 3.3 for 3ds Max! V-Ray 3.3 for 3ds Max introduces new variance-based adaptive sampling for quick setup, uniform noise distribution, and higher quality images – with less dependence on settings for lights and materials.

Variance-based adaptive sampler (VBAS)

Better sampling of dark areas and faster sampling of overbright areas
More consistent noise detection
Final image quality is less dependent on materials and lights settings
Improved alpha channel sampling – especially in scenes with depth of field and motion blur
Works in bucket and progressive rendering modes

Download

Rapidgator

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http://rg.to/file/08bcf3ae60f60bc9af18c4f3b0131dad/VRAY33053DSMAX201415.part4.rar.html

Uploaded

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Nitroflare

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http://nitroflare.com/view/15B1E0A868BFCA5/VRAY33053DSMAX201415.part2.rar
Categories
Articles Learning

Scatter Compound Object – 3D max Tutorial

Scatter Compound Object

Scatter is a form of compound object that randomly scatters the selected source object either as an array, or over the surface of a distribution object.

  • Select an object. > Create panel > (Geometry) > Compound Objects > Object Type rollout > Scatter
  • Standard menu: Select an object. > Create menu > Compound > Scatter
  • Enhanced menu: Select an object. > Objects menu > Compound Objects > Scatter

The plane of the hill is used to scatter the trees and two different sets of rocks.

Procedures

To create a Scatter object:

  1. Create an object to be used as a source object.
  2. Optionally, create an object to be used as a distribution object.
  3. Select the source object, and then on the Object Type rollout, click Scatter.
    Note: The source object must be either a mesh object or an object that can be converted to a mesh object. If the currently selected object is invalid, the Scatter button is unavailable.

    Results of scattering source object with distribution object visible (left) and hidden (right)

    You now have two choices. You can either scatter the source object as an array without using a distribution object, or use a distribution object to scatter the object. See the following procedures.

To scatter the source object without a distribution object:

  1. Choose Use Transforms Only in the Scatter Objects rollout Distribution group.
  2. Set the Duplicates spinner to specify the desired total number of duplicates of the source object.
  3. Adjust the spinners on the Transforms rollout to set random transformation offsets of the source object.

To scatter the source object using a distribution object:

  1. Make sure the source object is selected.
  2. Choose the method by which you want to clone the distribution object (Reference, Copy, Move, or Instance.)
  3. Click Pick Distribution Object, and then select the object you want to use as a distribution object.
  4. Make sure that Use Distribution Object on the Scatter Object rollout is chosen.
  5. Use the Duplicates spinner to specify the number of duplicates. (This is not necessary if you’re using the All Vertices, All Edge Midpoints or All Face Centers distribution methods.)
  6. Choose a distribution method in the Scatter Object rollout Distribute Object Parameters group under Distribute Using.
  7. Optionally, adjust the Transform spinners to randomly transform the duplicates.
  8. If the display is too slow, or the meshes too complicated, consider choosing Proxy on the Display rollout or decreasing the percentage of displayed duplicates by reducing the Display percentage.

Most of the spinner values are animatable, so you can animate things like the number of duplicates, their transformations, and so on.

Scatter objects (the grass) with a high number of duplicates

Interface

Pick Distribution Object rollout

Contains the options for selecting a distribution object.

Object
Displays the name of the distribution object selected with the Pick button.
Pick Distribution Object
Click this button, then click an object in the scene to specify it as a distribution object.
Reference/Copy/Move/Instance
Lets you specify how the distribution object is transferred to the scatter object. It can be transferred either as a reference, a copy, an instance, or moved, in which case the original shape is not left behind.

Scatter Objects rollout

The options on this rollout let you specify how the source object is scattered, and let you access the objects that make up the compound Scatter object.

Distribution group

These two options let you choose the basic method of scattering the source object.

  • Use Distribution Object Scatters the source object based on the geometry of the distribution object.
  • Use Transforms Only This options doesn’t need a distribution object. Instead, duplicates of the source object are positioned using the offset values on the Transforms rollout. If all of the Transform offsets remain at 0, you won’t see the array because the duplicates occupy the same space.
Objects group

Contains a list window showing the objects that make up the Scatter object.

[list window]
Click to select an object in the window so that you can access it in the Stack. For example, if your distribution object is a sphere, you can click Distribution: D_Sphere01, open the Stack list, and select Sphere to access the sphere’s parameters.
Source Name
Lets you rename the source object within the compound Scatter object.
Distribution Name
Lets you rename the distribution object.
Extract Operand
Extract a copy or an instance of the selected operand. Choose an operand in the list window to enable this button.

Note: This button is available only on the Modify panel. You can’t extract an operand while the Create panel is active.
Instance/Copy
This option lets you specify how the operand is extracted: as either an instance or a copy.
Source Object Parameters group

These options affect the source object locally.

Duplicates
Specifies the number of scattered duplicates of the source object.

This number is set to 1 by default, but you can set it to 0 if you want to animate the number of duplicates, beginning with none. Note that the Duplicates number is ignored if you’re distributing the duplicates using either Face Centers or Vertices. In these cases, one duplicate is placed at each vertex or face center, depending on your choice.

Base Scale
Alters the scale of the source object, affecting each duplicate identically. This scale occurs before any other transforms.
Vertex Chaos
Applies a random perturbation to the vertices of the source object.
Animation Offset
Lets you specify the number of frames within which each source object duplicate’s animation is offset, at random, from the original. So, for example, if you set Animation Offset to 10, each duplicate will start animating at a random frame between 0 and 10. At the default setting of 0, all duplicates move identically.
Distribution Object Parameters group

These options affect how the duplicates of the source object are arranged, relative to the distribution object. These options have an effect only when a distribution object is used.

Perpendicular
When on, orients each duplicate object perpendicular to its associate face, vertex, or edge in the distribution object. When off, the duplicates maintain the same orientation as the original source object.
Use Selected Faces Only
When on, limits distribution to the selected faces passed up the Stack. Perhaps the easiest way to do this is to use the Instance option when picking the distribution object. You can then apply a Mesh Select modifier to the original object and select only those faces you want to use for the distribution of the duplicates.
Distribute Using
These options let you specify how the geometry of the distribution object determines the distribution of the source object. These options are ignored if you’re not using a distribution object.

  • Area Distributes duplicate objects evenly over the total surface area of the distribution object.

    Objects distributed over a spherical surface with Area turned on

  • Even Divides the number of faces in the distribution object by the number of duplicates, and skips the appropriate number of faces in the distribution object when placing duplicates.
  • Skip N Skips N number of faces when placing duplicates. The editable field specifies how many faces to skip before placing the next duplicate. When set to 0, no faces are skipped. When set to 1, every other face is skipped, and so on.
  • Random Faces Applies duplicates randomly over the surface of the distribution object.
  • Along Edges Assigns duplicates randomly to the edges of the distribution object.
  • All Vertices Places a duplicate object at each vertex in the distribution object. The Duplicates value is ignored.
  • All Edge Midpoints Places a duplicate at the midpoint of each segment edge.
  • All Face Centers Places a duplicate object at the center of each triangular face on the distribution object. The Duplicates value is ignored.
  • Volume Scatters objects throughout the distribution object’s volume. All other options restrict distribution to the surface. Consider turning on Display rollout Hide Distribution Object with this option.

    Objects fill a spherical volume with Volume turned on

Display group
Result/Operands
Choose whether to display the results of the scatter operation or the operands before the scattering.

Transforms rollout

The settings in the Transforms rollout let you apply random transform offsets to each duplicate object. The values in the transform fields specify a maximum offset value that’s applied randomly with a positive or negative value to each duplicate. Thus, if you set a rotation angle of 15 degrees, duplicates are rotated randomly from –15 to +15 degrees. For example, one duplicate might be rotated 8 degrees, another –13, another 5, and so on. You can use the Transform settings with or without a distribution object. When there is no distribution object, you must adjust the Transform settings in order to see the duplicates.

Rotation group

Specifies random rotation offsets.

X, Y, Z deg
Enter the maximum random rotational offset you want about the local X, Y, or Z axis of each duplicate.
Use Maximum Range
When on, forces all three settings to match the maximum value. The other two settings become disabled, and the setting containing the maximum value remains enabled.
Local Translation group

Specifies translation of the duplicates along their local axes.

X, Y, Z
Enter the maximum random movement you want along the X, Y, or Z axis of each duplicate.
Use Maximum Range
When on, forces all three settings to match the maximum value. The other two settings become disabled, and the setting containing the maximum value remains enabled.
Translation on Face group

Lets you specify the translation of duplicates along barycentric face coordinates of the associate face in the distribution object. These settings have no effect if you’re not using a distribution object.

A, B, N
The first two settings specify the barycentric coordinates on the surface of the face, while the N setting sets the offset along the normal of the face.
Use Maximum Range
When on, forces all three settings to match the maximum value. The other two settings become disabled, and the setting containing the maximum value remains enabled.
Scaling group

Lets you specify the scaling of duplicates along their local axes.

X, Y, Z %
Specifies the percent of random scaling along the X, Y, or Z axis of each duplicate.
Use Maximum Range
When on, forces all three settings to match the maximum value. The other two settings become disabled, and the one containing the maximum value remains enabled.
Lock Aspect Ratio
When on, maintains the original aspect ratio of the source object. Typically, this provides uniform scaling of duplicates. When Lock Aspect Ratio is off, and any of the X, Y, and Z settings contain values greater than 0, the result is non-uniform scaling of duplicates because the values represent random scaling offsets in both positive and negative directions.

Display rollout

Provides options that affect the display of the Scatter object.

Display Options group

These options affect the display of the source and destination objects.

  • Proxy Displays the source duplicates as simple wedges and speeds up viewport redraws when manipulating a complex Scatter object. This has no effect on the rendered image, which always displays the mesh duplicates.
  • Mesh Displays the full geometry of the duplicates.
Display %
Specifies the percentage of the total duplicate objects that appear in the viewports. This has no effect on the rendered scene.
Hide Distribution Object
Hides the distribution object. The hidden object does not appear in the viewport or in the rendered scene.
Uniqueness group

Lets you set a seed number upon which the random values are based. Thus, altering this value changes the overall effect of the scattering.

New
Generates a new, random seed number.
Seed
Use this spinner to set the seed number.

Load/Save Presets rollout

Lets you store preset values to use in other Scatter objects. For example, after setting all of your parameters for a specific Scatter object and saving the settings under a specific name, you can then select another Scatter object and load the preset values into the new object.

Preset Name
Lets you define a name for your settings. Click the Save button to save the current settings under the preset name.
Saved presets window
Displays saved preset names.
LOAD
Loads the preset currently highlighted in the Saved Presets list.
SAVE
Saves the current name in the Preset Name field and places it in the Saved Presets window.

Note: Animated parameter values subsequent to frame 0 are not stored.
DELETE
Deletes the items selected in the Save Presets window.
Categories
Learning Tutorials

Conform Compound Object – 3D max Tutorial

Conform Compound Object

Conform is a compound object created by projecting the vertices of one object, called the Wrapper, onto the surface of another object, called the Wrap-To. There is also a space-warp version of this function; see Conform space warp.

  • Select an object. > Create panel > (Geometry) > Compound Objects > Object Type rollout > Conform
  • Standard menu: Select an object. > Create menu > Compound > Conform
  • Enhanced menu: Select an object. > Objects menu > Compound Objects > Conform

Conform fits the road to the surface of the hills.

Because the space-warp version is somewhat easier to use, it’s a good idea to read that topic first, try the example, and then return here. This topic provides additional methods of projecting the wrapper vertices.

Note: This tool gives you the ability to morph between any two objects, regardless of the number of vertices in each object. See Vertex Projection Direction group for more information.

Procedures

Example: To create a Conform object:

  1. Position two objects, one of which will be the Wrapper, and the other the Wrap-To. (For this example, create a box as the Wrap-To object, and then create a larger sphere that completely surrounds it. The sphere will be the Wrapper.)
  2. Select the Wrapper object (the sphere), and on the Create panel, with (Geometry) active, choose Compound Objects from the drop-down list. On the Object Type rollout, turn on Conform.
    Note: Both objects used in Conform must be either mesh objects or objects that can be converted to mesh objects. If the selected Wrapper object is invalid, the Conform button is unavailable.
  3. Specify the method of vertex projection in the Vertex Projection Direction group. (Use Along Vertex Normals for this example.)
    Note: If you were to choose Use Active Viewport, you would next activate whichever viewport looks in the direction that you want to project the vertices. For example, if the Wrapper hovered over a Wrap-To terrain on the home plane, you’d activate the Top viewport.
  4. Choose Reference, Copy, Move, or Instance to specify the type of cloning to perform on the Wrap-To object. (Choose Instance for this example.)
  5. Click Pick Wrap-To Object, and then click the object onto which to project the vertices. (You can press the H key and use the Pick Object dialog to select the box.)

    The list windows display the two objects, and the compound object is created with the Wrapper object conforming to the Wrap-To object. (In the example, the sphere is wrapped into the shape of the box.)

  6. Use the various parameters and settings to alter the vertex projection direction, or adjust the vertices that are being projected.

To project a road onto terrain:

  1. Create the road and terrain objects.
    Tip: You can quickly make a terrain by creating a patch grid and applying theNoise modifier to it. For the road, you can use a Loft compound object by lofting a rectangle along a curved line. Both objects must have a sufficient level of detail to conform smoothly.
  2. Orient both the road and the terrain so you are looking straight down at them in the Top viewport. Position the road so it’s completely above the terrain (higher on the world Z axis).
    Note: For the conform projection to work correctly, the road should not extend beyond the boundaries of the terrain when viewed in the Top viewport.
  3. Select the road object.
  4. Click Conform.
  5. In the Pick Wrap-To Object rollout, make sure the Instance option is selected.
  6. Click Pick Wrap-To Object, and click the terrain.

    An instance of the terrain object is created, with the same object color as the road.

  7. Activate the Top viewport. In the Parameters rollout Vertex Projection Direction group, choose Use Active Viewport, and click Recalculate Projection.
  8. In the Update group, turn on Hide Wrap-To Object.

    This hides the instance of the terrain so you can clearly see the road projected onto it.

    The Parameters rollout Wrapper Parameters group Standoff Distance value sets the number of units by which the road sits above the terrain along the world Z axis.

  9. If necessary, adjust the Standoff Distance to raise or lower the road.

Interface

Pick Wrap-To Object rollout

Object

Displays the name of the selected Wrap-To object.

Pick Wrap-To Object

Click this button, and then select the object to which you want the current object to wrap.

Reference/Copy/Move/Instance

This option lets you specify how the Wrap-To object is transferred to the Conform object. It can be transferred either as a reference, a copy, an instance, or it can be moved, in which case the original is not left behind.

Parameters rollout

Contains all parameters for the Conform object.

Objects group

Provides a list window and two edit fields that let you navigate the compound object and rename its components.

[list window]

Lists the Wrapper and the Wrap-To objects. Click to select an object in the window so that you can access it in the Modifier stack.

Wrapper Name

Lets you rename the wrapper object within the compound Conform object.

Wrap-To Object Name

Lets you rename the Wrap-To object.

Vertex Projection Direction group

Choose one of these seven options to determine the projection of the vertices.

Use Active Viewport

The vertices are projected away (inward) from the active viewport.

Recalculate Projection

Recalculates the projection direction for the active viewport. Because the direction is initially assigned when you pick the Wrap-To object, if you want to change viewports after assignment, click this button to recalculate the direction based on the new active viewport.

Use Any Object’s Z Axis

Lets you use the local Z axis of any object in the scene as a direction. Once an object is assigned, you can alter the direction of vertex projection by rotating the direction object.

Pick Z-Axis Object

Click this button, and then click the object you want to use to indicate the direction of the projection source.

Object

Displays the name of the direction object.

  • Along Vertex Normals Projects the vertices of the Wrapper object inward along the reverse direction of its vertex normals. A vertex normal is a vector produced by averaging the normals of all faces attached to that vertex. If the Wrapper object encloses the Wrap-To object, the Wrapper takes on the form of the Wrap-To object.
  • Towards Wrapper Center Projects the vertices toward the bounding center of the Wrapper object.
  • Towards Wrapper Pivot Projects the vertices toward the original pivot center of the Wrapper object.
  • Towards Wrap-To Center Projects the vertices toward the bounding center of the Wrap-To object.
  • Towards the Wrap-To Pivot Projects the vertices toward the pivot center of the Wrap-To object.
Note: Towards Wrapper Pivot and Towards the Wrap-To Pivot operate on the position of the original pivot point of the object before the Conform object is created. Once you create the Conform object, it’s a new compound object with a single pivot point.
Tip: You can animate the conforming effect by morphing between the compound object and a previously made copy of the original wrapper object. To do this, however, you must turn on Hide Wrap-To Object in the Update group so that the original object and the compound object have the same number of vertices. Using this technique, you can effectively morph between two objects with a different number of vertices.
Wrapper Parameters group

Provides controls that determine how far the vertices are projected.

Default Projection Distance

The distance a vertex in the Wrapper object will move from its original location if it does not intersect the Wrap-To object.

Standoff Distance

The distance maintained between the vertex of the Wrapper object and the surface of the Wrap-To object. For example, if you set Standoff Distance to 5, the vertices can be pushed no closer than 5 units from the surface of the Wrap-To object.

Use Selected Vertices

When turned on, only the selected vertex sub-objects of the Wrapper object are pushed. When turned off, all vertices in the object are pushed, regardless of the Modifier stack selection. To access the Modifier stack of the Wrapper object, select the Wrapper object in the list window, open the Modifier stack, and select the base object name. At this point you can apply a Mesh Select modifier, for example, and select the vertices you want to affect.

Update group

The items in this group determine when the projection for the compound object is recalculated. Because complex compound objects can slow performance, you can use these options to avoid constant calculation.

  • Always The object is updated constantly.
  • When Rendering The object is recalculated only when the scene is rendered.
  • Manually Activates the Update button for manual recalculation.
Update

Recalculates the projection.

Hide Wrap-To Object

When on, hides the Wrap-To object.

Display group

Determines whether the shape operands are displayed.

  • Result Displays the result of the operation.
  • Operands Displays the operands.
Categories
Articles Learning Tutorials

Quick Tip: How to Setup Units & Use the Tape Tool in 3D Studio Max

Quick Tip: How to Setup Units & Use the Tape Tool in 3D Studio Max

In this quick tip, Alex Martin introduces you to two features of 3D Studio Max that many new artists overlook, a correct unit setup and the ever handy tape tool. Working with a correct scene scale is extremely important, especially when it comes to multiple artists working on the same scene, or when recreating accurate lighting for a project. This quick tip will give you a few tips for setting up your units system correctly, and provide a practical example for measuring the distance between objects using the tape tool and how this applies when working with Z-Depth.

Whenever we create a primitive object in 3ds Max, it shows its dimensions without any proper unit by default. For example, I have created a box in the viewport and you can see there is no unit setup defined for its dimensions (Length, Width and Height). However these dimensions have some values, but we don’t know what exactly these are; meter, feet, inches, centimeters or something else?

The majority of 3ds Max users just start working this way, and this is indeed a fatal tendency. If you’re working on an architecture or industrial project, or anything which requires a correct unit setup, then you must take care of it.

Max_Tape_Tool_QT_1

Not working with a correct unit setup can create lots of other problems. Let’s look at it through an example. Say, there are two users A and B, working in 3ds max on two different machines and both are working without setting up the correct unit order. User A has created a biped (scene 1) and user B has made a car (scene 2).

Max_Tape_Tool_QT_2

Now, after merging both projects together (scene 3), it shows the real problem. In scene 3, you can see the ratio mismatch clearly. The biped is too big for the car. This happened, because both users were working without setting up the correct unit order. If they had used the unit setup before, this problem could have been avoided.

Max_Tape_Tool_QT_2a

Now, let’s see how to work with the correct unit setup. Open 3ds Max and first of all go to the Customizemenu. Here click on the Units Setup… option.

Max_Tape_Tool_QT_3

This opens Units Setup window. Here click on the System Unit Setup button to open the System Unit Setup window. By default, it shows 1 unit = 1 inch.

Max_Tape_Tool_QT_3a

This means if you draw a box in the viewport, its dimension values are in inches by default. So in this example, a Length value of  40.0 means 40 inches and so on.

Max_Tape_Tool_QT_3b

Now let’s go back to the Units Setup window. You can choose here a metric unit system also. Just turn on the Metric radio button and select any of the available units (meters, centimeters, kilometers etc). Then click on the OK button.

Max_Tape_Tool_QT_4

Now create a new Box in the viewport, and you’ll see its dimension values are in meters now.

Max_Tape_Tool_QT_4a

You can change the unit system to US standard also. You can see I have changed the system unit to Feet/ Inches and now the same box’s dimension values are displaying in feet/ inches. So this is the way to get a correct measurement in 3ds Max.

Max_Tape_Tool_QT_4b

Now let’s see how we can use unit setup in a different case. I have created a biped in the viewport. The question is, how to determine the exact height of the biped? Since the biped doesn’t have any dimension values, we need to apply a trick to know the height of the biped.

Max_Tape_Tool_QT_5

There is a simple trick to set the proper height of the biped. Create a Box of the same height beside the biped. Now check the height value of the box. It shows 16 feet and 5 inches. This means the biped has the same height as well. So this is the trick to determine and setup the proper height of a biped.

Max_Tape_Tool_QT_5a

Now let’s see how to determine the proper distance between two objects in 3ds Max. I have created two objects in the viewport, and now we have to get the exact distance between the two.

Max_Tape_Tool_QT_6

To know the distance between objects, we’ll use Tape tool. Click on the Helper icon and then select theTape tool.

Max_Tape_Tool_QT_6a

With the Tape tool selected, first click on the starting point, don’t release the mouse button and then click on the end point. The starting point of the tape tool is called the head/ tape and the end point is called the tail/ target. The connecting line in green between the head and tail represents the current distance.

Max_Tape_Tool_QT_7

If you select the head of the Tape tool, you can see the exact length or distance between the head and tail points.

Max_Tape_Tool_QT_8

If you turn on the Specify Length option, you’ll see the Length value gets changed and the green line of the tape tool exceeds a bit.

Max_Tape_Tool_QT_9

You can easily set it correctly by the spinner for the Length parameter.

Max_Tape_Tool_QT_10

Let’s see through an example, how the tape tool helps in Z-Depth channel extraction. Press the F10 key on the keyboard to open the Render Setup window. Here go to the Render Elements tab and click on Add. This opens the Render Elements sub-window. Here select Z Depth and then click on OK.

Max_Tape_Tool_QT_11

Inside the Z Depth Element Parameters, there are two options, Z Min and Z Max. If you want the correct Z Depth value, then you must know the correct Z Min and Z Max values, which are actually the distances from the camera focus to the target objects.

Max_Tape_Tool_QT_12

So you can see how important the measuring tools are in 3ds Max. I hope you have enjoyed this quick tip tutorial.

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Articles Learning Tutorials

Create A 3D Floor Plan Model From An Architectural Schematic In Blender

Create A 3D Floor Plan Model From An Architectural Schematic In Blender

In this tutorial you’ll learn how to create a 3D floor plan model from an 2D architectural drawing. Karan Shah will show you some simple, yet effective techniques for constructing the walls, windows and doors following a basic interior schematic in Blender. With the model complete we’ll add materials and textures, and do a final render of the scene.

Floor Plans are simply a drawing or a diagram showing a top view of a site layout. You can see the picture to understand the meaning of some basic symbols used. More can be found
here (pdf).

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

In a new file, select all objects with the ‘A’ key and press ‘Del’ to delete them. Press ‘N’ to bring up our View properties. In the Background Image Panel, add your reference image. Here I have used image courtesy ofLiamKeiranCooper Ltd who kept the picture in public domain.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Press ‘7’ on the NumPad to get into the Top view. Here you can see the background image. The view must be set to ‘orthographic’ in order to see the image. You can toggle between the ortho and perspective views with the ‘5’ key on the Numpad. Press Shift+A and add a Plane.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

With the Plane selected, press ‘TAB’ to get into ‘Edit’ mode. Select all the vertices with the ‘A’ key, or press ‘B’ to drag select them. Press ‘G’ and move them to the top left corner. You toggle the viewport shading between solid and wireframe with ‘Z’ key. Press ‘S’ and move the mouse to scale them down to fit the width of the wall (as shown below.)

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now we will cover all the black solid areas i.e. the walls. This will include the windows as they are part of the walls and will be added later. Any type of door whether it’s a slider or normal, is to be left out. Select the bottom two vertices (press ‘B’ to drag select or Hold ‘Shift’ and Right click for multiple select.) And move them down just before the wall turns left. Press ‘E’ and extrude the wall again until you reach the edge.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Select the right two vertices and press ‘E’ to extrude, and match the reference.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now, in order to extrude out a face from the middle, we need to add an Edge Loop. Hover your mouse over the face, and press ‘CTRL+R’ and Left Click to confirm. Move the mouse up and down and then Left click again to confirm its position.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Create another edge loop just below the previous one using the same method, matching the width of the wall to be extruded.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Select the two vertices and extrude the wall.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Create another edge loop on the corner and extrude the right edge.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Using the techniques above (extrude and edge loop division) fill all the solid black lines of the reference image with the mesh.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

To start a new separate wall, duplicate the last edge and then start extruding it. Select the last edge and press ‘Shift+D’ to Duplicate it, and left click to confirm. Move it with the Move control widget or press ‘G’ key of the keyboard. And continue extruding the mesh along to match the reference.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Complete the walls with the techniques you learned from above steps.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

After completing the wall, select all the vertices and then press ‘E’ to extrude them along the Z axis. Now we see that the structure is taking shape. The height should be equivalent to a door.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Press ‘Ctrl+TAB’ and select ‘Edge’ in the mesh select mode menu. Select the top two corner edges of a door (hold shift + right click to multiple select) and press ‘F’ to make a Face between them. Do this for all doors. Refer to your image and always check from all views.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Press ‘3’ on the Numpad to get into side view, and Press ‘Z’ to get into wireframe view so that we can see all the vertices behind are visible and can be selected. Press ‘B’ to drag select all the top vertices or edges, then Press ‘E’ to extrude them. This will reach the final height of the wall.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now we will place the windows. Press ‘TAB’ to get out of the Edit mode, and in object mode, press ‘Shift+A’ and add a ‘Cube’. In the Top view, size (press ‘S’ to scale) and place it where the window is on the reference image.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

In the side view, the top part of window should align to the top of door. Press ‘TAB’ to enter into the edit mode to adjust the vertices. Adjust the bottom height of the window too. The width of the cube should be such that it should be half inside and half outside. See image below.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Select the Wall mesh with Right click, and in the Properties button window, click on ‘Object Modifiers’.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Click on ‘Add Modifiers’ and select ‘Boolean’.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

In the Boolean modifiers panel, select ‘Cube’ in the Object, and ‘Difference’ under ‘Operation’.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

To see the effect – Select the cube and press ‘H’ to hide it. You will see that there is a “hole” in the wall the size and shape of the cube. Press ‘Alt+H’ to ‘Unhide’ the Cube.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now select the Cube (window) and in the ‘Edit’ mode, select all the vertices and press ‘Shift+D’ to make a duplicate. Place this new cube in the location of the next window.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now press ‘Tab’ to get out of ‘Edit’ mode, and select the Wall mesh and press ‘Apply’ in the ‘Boolean’ Modifier panel. The holes are now part of the geometry.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Move the Cube to see the windows.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Similarly create all the needed windows with this Boolean modifier. Try doing them one by one, adjust the size and position of the cube according to the specific window.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now we will create the Floor. In ‘Object’ mode and in the Top view, press ‘Shift+A’ and add a ‘Plane’. Press ‘Tab’ to get into ‘Edit’ mode and adjust the vertices accordingly so that it covers the walls. Create Edge Loops or Extrude the edges where necessary.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Make sure that there are no gaps between the edges of the floor and walls. Also in the Side view, move the floor down so it’s aligned with the bottom of the walls.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

To make doors, add a new’Cube’. And in ‘Edit’ mode, press / on the Numpad for Local view (this will show only the selected object.)  In the Top view, Move or Scale the vertices to give it a nice shape. Refer to the image for the height and width.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

In the Top view, and in ‘Edit’ mode. Move all the vertices of the door along the Y axis, so that the center point of the object (orange dot) should be at the corner (see image.) This will set the transform orientation of the object from that corner. Press ‘TAB’ to get out of edit mode and then press’R’ to Rotate and see the difference.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

While in the edit mode, add a new ‘Cylinder’. Rotate and scale it down to create the doorknob (you can add more details if you like.) Press ‘TAB’ to get out of edit mode.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

With the help of the reference image, place the doors in the correct positions (press ‘Shift+D’ to make duplicates.)

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now we will create the window frame. Start with another new ‘Cube’, and press ‘TAB’ to enter into ‘Edit’ mode. Press the ‘Z’ key to toggle wireframe view, so that we can select the back vertices too. Press ‘3’ on the Numpad to get into side view and then extrude the faces as shown in the image to make the window frame. Press ‘TAB’ to exit out of edit mode, and press / on the numpad again to get back to the scene.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Scale and place the window frames on the walls. Make duplicates and place them according to the image.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now we will add a texture to the floor. Right Click on the Floor object to select it. And in the Properties window, click on the ‘Materials’ Icon. Add a New material and name it ‘Floor’, increase the ‘Diffuse’ intensity and reduce the ‘Specular’ intensity.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Next we will add an image to the floor. (I got mine from Here.) Click on the ‘Texture’ icon next to the Material icon, and then Click on the ‘New’ button. Select ‘Image or Movie’ for the Type and in the Image panel, click on “Open’ and browse for the image.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

You can preview the texture in the 3d View. Press ‘N’ to bring up the ‘View Properties’ and in the ‘Display’ panel, select GLSL in the ‘Shading” menu (you’ll need to add some lights in the 3d view to see the texture.) Now press ‘N’ again to hide the view properties panel.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Back to the Image Texture properties, scroll down to the Mapping Panel and increase the Size of X and Y to5 or 6 depending upon your image file.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now to add a separate floor to the Bathrooms, we will add a new ‘Plane’ and adjust it’s dimensions and place it just above the wooden floor so that it’s hidden.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Apply an image, just like we did on the floor (I got mine from Here.) Duplicate the Plane and adjust it’s geometry by scaling and extruding for the second bathroom.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Select the walls and add a New material to them. Choose any color and Increase the ‘Diffuse’ intensity and set the ‘Specular’ to 0.0

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Similarly assign the materials to the windows and doors. You can assign the same material to any object by selecting the material from the list.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Now we will prepare the scene for rendering. Make sure you are Not in ‘Edit’ mode (press ‘TAB’ to toggle Edit mode on/off.) Press ‘7’ on the Numpad to get into the Top view, then press ‘Shift+A’ to add a camera.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Rotate and place it however you like. Press ‘0’ on the Numpad to get into camera view.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Click on the ‘World’ settings and change the ‘Horizon Colour’ to white, then turn on ‘Ambient Occlusion’ and in the ‘Gather’ panel, increase the samples to 16. In the 3D view delete any lights if they exists.

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic

Click on the ‘Render Settings’ button in the property window, and change the Dimensions (resolution) to your desired size. Down in the ‘Output’ panel, choose the file format for your render.

Step 1 Image

Press ‘F12’ or click on the ‘Image’ button in the render panel. Press ‘F3’ or click on ‘Image > Save image as‘ to save the image.

Your 3D Floor map is now ready!

Free Blender Tutorial Create A 3D Floor Plan From An Architectural Schematic
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Modern Luxury Villas

Modern Luxury Villas

Clean modern lines, floor to ceiling glass windows, plenty of ventilation, expansive pools, and beautiful landscape seem to be the characteristics common to most of their designs.

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32 Modern Home Designs

 Here is a photo gallery of 32 modern home designs that exhibit extraordinary architectural and design talent. Diverse design. Easy-to-scroll gallery.

Geometric top-heavy concrete home built on edge of steep slope

Welcome to our photo gallery of 32 modern home designs.

I remember viewing my first modern home that was built in the smallish town where I grew up.  There is a mountain on the east side of town where large homes were built.  It was the premiere neighborhood in our town because the views are incredible.

Far up the mountain in the late 80’s a family built a modern home that deviated from the usual West Coast style of homes that were popular on the mountain.  The sparkling new white cube-style home with cliff-edge pool shone like a jewel on the mountain.  I was smitten… and often went up the mountain to enjoy the views and the homes.

Our modern home designs gallery below features a range of modern homes with respect to design and architecture.  Some of our featured homes are truly modern in the strict sense of the word while others are contemporary in design.

Top-heavy geometric concrete home in daylight
Image 2: Top-heavy geometric concrete home in daylight
White modern home built with straight lines with large backyard pool
White modern home built with straight lines with large backyard pool
Sprawling one-story modern home with extensive backyard pool
Sprawling one-story modern home with extensive backyard pool

 

Click here to view another luxurious modern home!

Concrete modern home built into a small hillside
Concrete modern home built into a small hillside
Large contemporary 3-story home on cliff-side built on concrete stilts with multiple decks
Large contemporary 3-story home on cliff-side built on concrete stilts with multiple decks
White multi-story ultra modern home on extensive slope with garage entry on the bottom
White multi-story ultra modern home on extensive slope with garage entry on the bottom
White modern home with dark windows on large grass lot with in-ground swimming pool
White modern home with dark windows on large grass lot with in-ground swimming pool
1-story modern contemporary home with wood pillars and large courtyard swimming pool
1-story modern contemporary home with wood pillars and large courtyard swimming pool
Concrete tower home
Concrete tower home
3-story heavily windowed contemporary home with multiple decks
3-story heavily windowed contemporary home with multiple decks
Vertically rambling geo-shape white modern home built on sloped street
Vertically rambling geo-shape white modern home built on sloped street
Modern brick and wood home with floating patio over swimming pool
Modern brick and wood home with floating patio over swimming pool
Rectangle straight-lined modern home with large grass backyard and long lap swimming pool
Rectangle straight-lined modern home with large grass backyard and long lap swimming pool
White home with floor-to-ceiling glass built on hillside
White home with floor-to-ceiling glass built on hillside
West Coast modern wood and glass home with garage entry below the home
West Coast modern wood and glass home with garage entry below the home.
Modern grey home in vertical L-shape with large backyard patio
Modern grey home in vertical L-shape with large backyard patio
3-story towering modern home with extensive windows and loft ceiling on third floor
3-story towering modern home with extensive windows and loft ceiling on third floor
2-story white and grey modern home with lap pool and wood deck
2-story white and grey modern home with lap pool and wood deck
White geometric ultra modern home on large grass lot with trees in the background
White geometric ultra modern home on large grass lot with trees in the background
Large white modern home with floor-to-ceiling windows
Large white modern home with floor-to-ceiling windows
Modern wood and glass home on flat grass lot with extensive windows on ground floor
Modern wood and glass home on flat grass lot with extensive windows on ground floor
Large rectangle modern home in white with extensive windows on ground floor and large backyard swimming pool
Large rectangle modern home in white with extensive windows on ground floor and large backyard swimming pool

We love the gorgeous pool in the above shot….click here to see more fabulous backyard swimming pool designs and ideas!

4-story white modern home built on rocky slope on the ocean.
4-story white modern home built on rocky slope on the ocean.
Red and white modern home built in a series of cubes with large upper floor roof-top deck
Red and white modern home built in a series of cubes with large upper floor roof-top deck
White modern home with lap pool and wrap around wood deck
White modern home with lap pool and wrap around wood deck

Don’t miss our special gallery on wooden decks for more great ideas for your outdoor space!

Large 2-story modern beach house built on sand dune with wrap-around deck and green roof
Large 2-story modern beach house built on sand dune with wrap-around deck and green roof

See another gorgeous cliff-side project from one of our partners!

Modern mansion in white with large closely cropped grass yard situated at the base of mountain
Modern mansion in white with large closely cropped grass yard situated at the base of mountain
L-shaped modern home with pool in the crook of the L and large 2-story wrap-around deck
L-shaped modern home with pool in the crook of the L and large 2-story wrap-around deck
3-story white modern home design on the beach in the tropics with palm trees in the front yard
3-story white modern home design on the beach in the tropics with palm trees in the front yard
Modern home design illuminated at night. Home is cube-shaped
Modern home design illuminated at night. Home is cube-shaped
4-story white all-glass modern home cascading down the slope of a steep hill with ocean views
4-story white all-glass modern home cascading down the slope of a steep hill with ocean views

2-story modern prairie style home with large great roomThe above home is a good example of modern prairie style.  The center of the home is the massive great room with the towering 2-story window

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A Set Of Extraordinary Villas with a Modern Architecture

A Set Of Extraordinary Villas with a Modern Architecture

When it comes to architecture, judging a book by its cover can unlock a world of inspiration. These modern exteriors display a wide range of stylistic influences but they all have one thing in common: they embrace the constraints and challenges presented by their environments by creating a unified experience between landscape, materials, and form. These buildings don’t disrupt the landscape – they provide a new way to experience it. For today we gather A Set Of Extraordinary Villas with a Modern Architecture. Blurring the lines between vernacular architecture and modernist design principals allows home exteriors to become something more than just a beautiful facade.

This home takes full advantage of its narrow plot. The pool runs alongside a tasteful garden and terminates at a patio sheltered by the room above. A tidy row of bamboo softens the look of the modern striped fence.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com
The juxtaposition between the smooth white walls and textural stone cladding exert amazing visual appeal. Don’t you just love the cistern/urn-style fountains integrated with the retaining wall? The shapes echo the planters used on the upper balcony and, taken together, provide a touch of classical appeal to an otherwise fully contemporary design. Project designed by Topsidefront.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Intricate girih strapwork forms a metallic screen to shield the open volumes. A lower horizontally slatted wood screen offers a more discreet aesthetic that directs attention upward. Project designed by Shady Sayed & Nour El Deen Khaled.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

A modern boardwalk crosses a carefully framed channel of water, leading to an ever-so-slightly elevated indoor/outdoor living space decorated with trendy diamond frame lighting and streamlined furniture. Project designed by Thanh Nhan Tu.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

This perforated building (located in Nicosia, Cyprus) is a striking blend of angular construction and playful port windows. Not pictured – but alluded to on the left – a u-shaped fold gives the back of the home an open and organic aesthetic that smartly contradicts the sharp facade.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com
Orderly, linear, folded – rustic wood cladding and sleek concrete panels help this home feel like the perfect compromise between suburbia and country living by Yuriy Bochkaryov.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Built into the cliffside, this home features classic Greek influences mixed with notes of streamlined modernism. An observatory-type space sits discreetly underneath the patio by Brown And Blue.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Visualized as a part of a resort for the “unplugged yet not-disconnected”, this space is carefully integrated into the surrounding landscape. It sits perched atop an overlook, its foundation plunges into the earth and emerges from the hillside as a chic entertainment space. The pool’s sunken fire pit is especially inspiring!

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Part of a villa hotel project, this u-shaped retreat embraces its tropical environment. Small palms in the courtyard extend the landscape. Project designed by Xavier Xu.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Here, there are no boundaries. A verdant stone wall intersects the main volumes, and the rooftop lawn surrounds an outdoor living space on the roof. The stairwell itself is the most substantial part of the glass-clad design by TRES 31.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

The home architecture seems weightless and divine, but the lovely pool deck deserves a second look as well. The furthest portion extends out from the underneath a breathtaking cantilever dining room, transitioning from smooth white to sumptuous dark wood that matches the singular section of timber cladding on the upper story of the home. A neat boardwalk provides another route of access to the entertainment areas. Project designed by Mohamed Heshmat.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

A sleek rectilinear volume intersects with a strong triangular prism. This unique form helps to enhance – rather than obscure – its connection with the conifer forest behind it. Project designed by Maxim Jurov.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Pools occupy multiple levels. The topmost pool features clean glass walls to preserve the view for people lounging on the balcony, and to give swimmers an incredible way to experience the landscaped surroundings.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Rendered by Michal Nowak and designed by 81.WAW.PL architects, the Crown House projects its stoic form across a still dark lake. The somber color of the water is reflected in the treatment of the charcoal-colored eaves, heightening contrast and making the folded architecture look even more dramatic. Project designed by Michal Nowak.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

A gorgeous cliffside home, embraced by a curved glass shel by Walter De Marco

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Another gorgeous cliffside concept, with a gravity-defying observation deck. Recreation areas occupy the top floor, with private areas enjoying the shade beneath. The uppermost room would make for an especially inspiring office. Project designed by Yuriy Bochkaryov.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Roughage and timber resolve into orderly rectilinear architecture. The visualized landscape is whimsical, but the home itself is equally breathtaking by Tung Le Xuan

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

Wintertime visualizations are surprisingly rare but this home looks like the perfect place to warm up as the snow falls outside, especially with the yellow-hued lighting that emanates from the interior. Porject designed by Alex Barcelos.

A Set Of Extraordinary Villas with a Modern Architecture   DesignRulz.com

 

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Basic Modelling Techniques in 3ds Max

Basic Modelling Techniques in 3ds Max
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Here I will show you some of the basic concepts that many students of Max might overlook because they are focused on modelling characters right off the bat. While this is fine, it also makes for a frustrating experience when someone new to Max wishes to unleash their creativity.Therefore this is my main focus here, to help you understand some of the basic things you should have under your belt concerning using this programme in order to free the artist within you!What we are going to start with is learning how to use our Primitives to enable us to quickly get modelling. This is a powerful way to not only create or model quickly, but it can also be a great way of getting some ideas down in 3D space. Remember the point here is to unleash your creativity!The first thing that we must have in our minds is what we are going to model. However, sometimes just letting yourself go is a great way to explore your own creativity. But for this project I am going to begin thinking that we are going to try and model some kind of reactor. This is where I will start, but if we end up somewhere else, it’ll be okay because if our creativity begins leading us down a different path it is best to follow it. Of course, if you are being paid to model something specific then veering off that path will not end well for you. But with this exercise – which is exactly what this is going to be: an exercise – we will not have those constraints.Let’s begin!

1. Open Max, and under the Create tab change the Standard Primitives drop down to Extended Primitives, and then create a Chamfer Cylinder in the centre of the Perspective view. Remember that most of the Extended Primitives have 3 creation parameters that must be created: Radius, Height and Fillet. Here is what it should look with all three parameters created (Fig.01).

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Fig. 01

This is the only object we will create.  Everything else we do from here on out will be copies of this object.  We are also not going to convert it to an Editable Poly because, while it will give us control over the object at the sub-object level, we will lose the power to adjust and manipulate the Chamfer Cylinder primitive.  This is important and much overlooked.Â
Just

so we are all on the same page, select this cylinder, go to the Modify tab and make the following settings, shown in Fig.02.

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Fig. 02

2. Alright, now using the Move tool, hold down Shift with the LMB (left mouse button) and move the cylinder up on the Z axis a little, then release the mouse. In the window that opens ensure that Copy is the selected method and hit OK (Fig.03).

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Fig. 03

Note: from this point on, I am not going to describe in detail how to make these copies, I will assume that you now understand how to do it!

3. Now let’s adjust this new cylinder’s primitive properties, so go to the Modify tab, make these changes and then move the cylinder dow, like so (Fig.04).

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Fig. 04
4. Make another copy and move it up (Fig.05).

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Fig. 05

5. Copy it, switch to the Front View and then move it down and make these adjustments (Fig.06).

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Fig. 06
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The 10 biggest 3D movies of 2015

The 10 biggest 3D movies of 2015

It’s becoming the norm for cinema tickets to come with a pair of polarized glasses, and increasingly, special versions of films are being made in IMAX 3D too. As this list shows, though, 3D movies still seem to be limited to two genres: action blockbusters and children’s animations. Will 2016 be the year when period drama, European cinema and the indie scene discover the opportunities of stereo 3D, we wonder?

In the meantime, check out our list of this year’s biggest 3D movies and let us know in the comments whether you plan to see them in 2D, 3D or IMAX 3D…

01. Avengers: Age of Ultron

With 2012’s The Avengers making over $1.5 billion worldwide and becoming the third-highest-grossing film in history, a sequel was inevitable, and Avengers: Age of Ultron is one of the most eagerly awaited 3D movies of 2015.

The film will have an astonishing 3,000 visual effects shots, provided by seven to 12 visual effects companies. Obviously this includes Lucasfilm’s Industrial Light & Magic, which opened a facility in London last year to work on the film, which will be released in both 3D and IMAX 3D.

Intriguingly, ILM has developed a new motion capture system for use on Age of Ultron called Muse, which can better capture the actor’s performance and combine different takes. Can’t wait to see what that looks like…

02. Poltergeist 2015

A remake of the 1982 horror classic, Poltergeist 2015 will be directed by Gil Kenan, written by David Lindsay-Abaire and produced by Sam Raimi. While we’re generally against pointless remakes of relatively recent films, Sam Rockwell is always a good turn, and we have to admit that the trailer looks pretty darn cool. Plus at least the addition of stereoscopic 3D brings something new to the table.

03. Terminator Genisys

Will any of the Terminator sequels ever match up to the superlative Terminator 2, the 1991 sci-fi epic with early CGI effects that still put many modern movies to shame?

This, the fifth in the installment, will “reset”  the plot and start off a whole new trilogy. Now free from governership duties, Arnie is back in the titular role, with Alan Taylor directing and Legacy Effects responsible for bringing the Terminator endoskeletons back on to the big screen. The trailer looks promising, and the use of Imax 3D should provide a suitably epic experience to the viewer.

But we have to be honest here: it was this very unofficial teaser video, featuring a spoon and a tea cup, that really piqued our interest…

04. Mad Max: Fury Road

More post-apocalyptic unpleasantness comes with the first film in the Mad Max franchise in three decades. Tom Hardy, who played Bane in the last Batman film, takes over from Mel Gibson in the eponymous role, alongside a bald-headed Charlize Theron. The film’s been in developmental hell for over 25 years, with constant start and stops, so here’s hoping it was worth the wait.

But here’s what’s really exciting us. Rather than being retrofitted with stereo 3D as so many modern films are, Mad Max 4 will be shot using 3D rigs and cameras that are being specially developed by director George Miller, according to Inside Film. And that might, just might, be a total gamechanger.

05. Star Wars: The Force Awakens

Yes, the franchise that changed everything is finally back for 2015. Now under the Disney umbrella, a seventh installment in the series will be released this Christmas featuring stars of the 1977 original.

Set 30 years after Return of the Jedi, the film will be released in 2D, 3D and IMAX 3D. Director JJ Abrams has pleased fans with his decision to shoot on film rather than digital, and make greater use of practical effects and rely less on CG than the prequels did. Once again, John Williams will provide the music and ILM the effects.

This may be stating the obvious, but… We. Just. Can’t. Wait.

06. Jurassic World

Twenty-two years after the events of 1993’s Jurassic Park (anyone spot a theme developing in this list?), the dinosaur tourist attraction is finally up and running. But then visitor rates start to decline, so a new attraction is created to re-spark public interest: a genetically modified hybrid dinosaur called Indominus Rex. Not terribly surprisingly, things do not go exactly according to plan…

Colin Trevorrow is directing a screenplay he co-wrote with Derek Connolly, while visual effects supervisor Phil Tippett and Industrial Light and Magic also return to take charge of pixels. With the original movie being such a landmark in CGI moviemaking, it’ll be fascinating to see how much the tech of dinosaur-making has advanced in the intervening years.

07. Minions

While the Steve Carrell-voiced Gru may have been the official star of Despicable Me and Despicable Me 2, it was his small, yellow and somewhat incomprehensible lackeys that kids were queuing round the block to see.

Suitably enough, 2015 sees the lovable Minions get their own feature length adventure, with a voice cast including Sandra Bullock, Michael Keaton, Allison Janney and Steve Coogan. Produced by Illumination Entertainment for Universal Pictures, this promises to be one the summer’s biggest kids movies, and all in glorious stereoscopic 3D.

08. The Hunger Games: Mockingjay Part 2

3D movies: Hunger Games 4
The Hunger Games quadrilogy reaches its explosive climax this November

Diffcult to believe we know: but already it’s the end of an era, as the final part of the final Hunger Games book plays out on the big screen. All the regular cast return, including the late Philip Seymour Hoffman who’ll appear in fewer scenes than planned now director Francis Lawrence has decided not to use CGI to fill in the blanks.

The only Hunger Games film to get the 3D treatment, this one will be released in 2D, Digital 3D, RealD 3D and IMAX 3D. And with Panem’s revolution against the Capitol turning into full-scale, explosive war, this is one we’d recommend seeing on as big a screen as possible.

09. Fantastic Four

Yes, this one made us do a double-take as well. It’s only been 10 years since the first Fantastic Four film, but apparently Marvel thinks it’s time for another reboot of the franchise already. So here comes an all-new retelling of the story, directed by Josh Trank and starring Miles Teller, Kate Mara, Michael B. Jordan, Jamie Bell, and Toby Kebbell.

Interestingly, Trank has said that the look of the film is heavily influenced by David Cronenberg movies such as 1981’s Scanners and 1986’s The Fly. OTOY,MPC and Weta are handling the visual effects, and a sequel is already in the pipes for 2017.

10. The Good Dinosaur

3D movies: the Good Dinosaur
Dinosaurs will be everywhere in 2015

Disney does ‘alternative history’ in this new 3D kids animation, which asks “What if the cataclysmic asteroid that forever changed life on Earth actually missed the planet completely and giant dinosaurs never became extinct?”

The tale follows Arlo, a 70-foot-tall Apatosaurus with a big heart, who teams up with —a young human boy named Spot. Directed by Peter Sohn, the 3D animation will be produced by Pixar Animation Studios and released by Walt Disney Pictures.