Deformed Edges

20 votes
Version: 
1.1
Date Updated: 
05/03/2012
Author Name: 
Branko Živković

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• VERSION 1.1
deformededges1
With this tool user can deform selected edges of Editable Poly objects.
This will give your model a more natural look with raw edges.
For example: wooden or concrete pillars or walls, pieces of clay or ice, rude metal etc.

Additional Info: 

Follow these five step:
1. Select your model (the conditions are: model must be converted
as Editable Poly object with none modifiers assigned).
2. Manually select edges or you can use the button
*Select Contour Edges* which will select all edges
with the given minimum and maximum angle between
two faces who share same edge.
3. When the edges are selected press *Analize Topology*
button to recive some inportant pararametars for
precalculation process.
4. I suggest to use default settings for the first deformation
process by pressind *Defor Selected Edges* Button.
Then activate *Interactive mode* which will allow you to have
direct feedback of any changes on your model.
5. You can also use *Peview UNS* (use NURMS Subdivision)
with display iterations, or remove all changes on model
topology (*Revert Object Topology*).
tuts deformededges
N O T E: If your object has a large polygon count
(high poly model) then do not recommend that you
use *Interactive mode* or if you do choose to use this mode
in the previously described conditions then try to
increase or decrease spinner value only by one.
Take a look very nice presentation of this tool by Chandan Kumar on cg.tutsplus.com http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/quick-tip-how-to...

Installation:
Place the bga_DeformedEdges_v1.0.ms file into a
max script directory.
This script is written and tested on 3dsMax 2011 x64
and 3dsMax 2012 x64, but it may work in older version.

Credits:
Denis Trofimov (Denis T) for his great input
regarding optimization of code.

You can put a comment on CGTalk Forum where you can see also
making of *Deformed Edges* script. Follow this link:
http://forums.cgsociety.org/showthread.php?f=98&t=1048132
Recent tests with version 1.0
samples

Version 1.1 New Features:
- now you can use BEVEL operation to create a stitches
NOTE: To disable bevel option just set *Bevel Height* value to ZERO.
- added Preview Checker Map options for cheking the model UV's.
samplesv11

Version Requirement: 
2010+
AttachmentSize
bga_deformededges_v1.1.ms16.75 KB

Comments

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barigazy's picture

When i have free time i try

When i have free time i try to make modifier version

barigazy

lightcube's picture

I'd love to see John's

I'd love to see John's request for this to be converted to a modifier.

_______________________

Shawn Olson

Developer of Wall Worm

barigazy's picture

The Mind Forest, thanks for

The Mind Forest, thanks for the nice words.

barigazy

barigazy's picture

Thanks for the suggestion,

Thanks for the suggestion, John

barigazy

The Mind Forest's picture

Ooo...

This looks awesome, I can't wait to use it! Good work!

Check out my site - www.themindforest.com

JokerMartini's picture

Once this lives inside a

Once this lives inside a modifier then max modeling will have everything it needs.

John Martini
Digital Artist
http://www.JokerMartini.com (new site)

barigazy's picture

Thanks,Michele71

Thanks,Michele71

barigazy

barigazy's picture

Thanks, trixian. For longer \

Thanks, trixian.
For longer \ larger objects you must manually adjust edges length
(cut edges or move verts) and the script will do the rest.
The main idea of the script is not to use modifier or maps.
All this extra stuff will slow down the execution of main function, an block interactive mode. I planing to add other things like deformation of inner edges, if nothing else is preventing me from working on this tool.

barigazy

Michele71's picture

Very nice :) Thanks

Very nice :) Thanks

trixian's picture

Suggestions

First off, nice script.
My suggestion would be for controllable noise size in addition to the amount you have now. On longer \ larger objects, the noise on the vertices looks uniform and unnatural. Maybe even use a noise map so one can control it from the mat editor.

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