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This tutorial is going to focus on rendering a trinket box and will look at setting up the lights and preparing the scene for rendering. The trinket box featured here was modeled by 3d2dizayn team. This tutorial will introduce some of the mental ray techniques in 3ds Max. For our other works please visit our website http://www.3d2dizayn.com/ Should you have any questions or comments, please contact me at: email@example.com
Preview of Final Results
Step 1: I started with a Cylinder and shaped it then add wrinkles. The other parts is fairly easy so I will skip that section. Here is a short demonstration for the modelling of the trinket box.
Step 2: To string the beads I made a couple of Splines and twisted them as you can see from the screenshot below. I will use a script named Obj2Spline Aligner. But before doing this step I advice you to set your scene size to real world such as centimeter or meter for rendering because you can not be able to scale the beads after you use the Obj2Spline Aligner script.
Step 3: Here is the link for the script: http://www.scriptspot.com/3ds-max/scripts/obj2spline-align Download it and copy the script to your Scripts directory. An easy way is to copy the script and going to 3dsMax and from the toolbar MaxScript > Run Script pasting the script to the Script folder that open up. After that, again go to MaxScript > Run Script and open the script that you pasted. Here you can see the Obj2Spline Aligner interface. It is a very easy and very useful script but still needs to be developed. Creat the objet and the spline and pick them both and set the InstanceCount and rotation buttons as you see in the picture. It will beautifully align the objects but you need to make a few adjustments such as breaking the same look in the size.
Step 4: And here I finished the job. But remeber that you can not group none of the objects. You can only attach them together but again can not free them. It is very annoying but it will do for this particular subject.
Step 5: After making some careful adjustments I attached all the beads together and applied a MaterilaByElement modifier to it. And also created a MultiSubObject material with five Sub-Material . You can increase the number of Sub-Materils if you want. In the MaterilaByElement modifier set some random numbers for the five of the Mat ID count. Doing so will give a nice random color for the beads.
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