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You can go further with your pillow model by doing another Cloth simulation using the

Pressure parameter in the cloth properties, and using a couch or chair as a collision
object in your simulation. Ive attached a textual script that explains some of the finer
points for you to follow while you watch the video below.
Creating A Throw Pillow with 3ds Max Garment Maker and Cloth Modifiers
Approximate modeling time: 20 minutes
Part I:

Make the pillow form:

Create a Box primative 12x12x3

Length and Width segments: 3 Height segments: 1

Name the box pillow form.

Convert pillow form to an Editable Poly.

In Vertex mode, select the top, bottom and side vertices, except for the corner vertices. Use
the Scale tool on the XY plane to draw them in until you like the shape of the pillow.

In Edge mode, select the corner edges and Chamfer 1 with 1 segment.

Enable NURMS to see the smoothed pillow.

In Polygon mode, select the center front and center back polygons.

Ctrl-click the Vertex button to select the vertices on the border of the polygons you
previously selected.

Scale the selected vertices on the Y-axis until the pillow has the amount of bulge that you
want.

Leave NURMS enabled for the Cloth Simulation

Part II: Make the pillow case:

Make a Rectangle 14x14.

Name the rectangle pillow case.

Convert to Editable Spline.

In Spline mode, Shift-Move to copy them to the side to create a new rectangle. The new
splines must be in the same X-Y plane as the original or the Garment Maker Modifier will
fail in a very messy way.

Select all vertices and Chamfer them 0.5.

Select all vertices and convert them to Corner type.

With all vertices selected, click Break from the Geometry rollout. This is to prepare the
edges for creating seams with the Garment Maker modifier.

Apply the Garment Maker modifier to pillow case.

Enable Arranged Panels.

Go to the Panels sub-object level.

Select one panel and click Front Center.

Select the other panel and click Back Center.

Select the pillow form and move it so that it is centered in between the Front and Back
panels of the pillow case.

Go into the Seams sub-object level and create one seam for each matching edge of the
Front and Back panels. Dont forget the corners. If the seams are crossed up, click Reverse
Seam.

Part III: The Cloth Simulation:

Apply the Cloth Modifier to the pillow case object.

In the Cloth Object Properties, select the pillow case from the list and enable Cloth.

Select the Cotton preset from the drop-down list. Of course, you can try anything you
want.

Click Add Object and select the pillow form. Enable Collision Object and set the Offset
and Depth to .25. Click OK.

In the Simulation settings, disable Gravity, enable Self Collision (set to 1), enable Check
Intersections, Solid Collisions, Use Sewing Springs and Show Sewing Springs.

Click Simulate Local and let the simulation run until the seams close up. If you want, you
can enable Gravity and run Simulate Damped to give a little extra variation to the shape of
the pillow.

From the Tools menu, click Snapshot to save the Cloth object as a Mesh Copy. It will be
named something like pillow case001.

Hide the Cloth object since we will work on the mesh copy from here on out.

Convert pillow case001 to an Editable Poly.

In Border sub-object mode, cross-select where the two panel seams come together to select
both borders.

Ctrl-click the Vertex icon to select the vertices that are on the borders.

Click Weld. If there are any gaps in the seam, increase the Weld tolerance just until they
are all closed.

Go into Edge mode the seam edges should still be selected. Click Create Shape From
Selection. Call the new shape trim and make the Shape Type Linear.

With the edges still selected, Extrude them with a Height of -0.15 and a width of 0.1 or
so. Enable NURMS to see the smoothed result while you have the Extrude caddy open so
that you can get the exact effect you want.

Select the trim object and in the Rendering rollout, check Enable in Viewport, Use
Viewport Settings, Generate Mapping Coords, Viewport and Radial.

Set Radial Thickness to .25.

Convert the trim object to an Editable Poly.

Select the pillow case001 object and make sure NURMS is disabled. In Attach mode,
select the trim object. Enable NURMS to see the smoothed result.

Part IV: The UV Mapping

Apply a material that has a prominent texture to pillow case001 so that you can easily see
the results of any UV mapping that is applied.

Mapping coordinates are automatically applied per the default settings of the Garment
Maker modifier. To increase or decrease the size of your texture pattern, apply the UVW
XForm modifier and enable Apply to Entire Object. You can tile, flip offset and rotate your
texture with the UVW XForm controls. I dont recommend that you use the UVW
Mapping modifier because Planar mode will stretch the texture, and Box mode will
introduce poor tiling junctures.

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