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The Cloth system in 3ds Max allows you to create realistic garments and fabrics, from T-shirts to tablecloths. This course, from author Joel Bradley, provides a deep dive into cloth simulation in 3ds Max, giving you the information you need to tackle your own project. Joel examines the effect of scale on cloth behavior, the impact different mesh subdivision types can make on your model, and the function and options behind the Cloth modifier, the heart of the Cloth system. He also shows how to set up and control behaviors like bend and curve, U and V Stretch, Density, Thickness, and Friction. Plus, discover how to work with groups and constraints and create effects like wet cloth and tearable cloth.
This course was created and produced by Joel Bradley. We are honored to host this content in our library.
Hello, everyone. My name is Joel Bradley, and I'd like to welcome you to our Cloth Simulation in 3ds Max course. Throughout the duration of this course we will be working through a number of scenarios that will both introduce us to, and show us how, to work with cloth simulation tools found in 3ds Max. By the time we reach our conclusion, we should have a solid foundation in terms of understanding of how the cloth system in 3ds Max works.
And so, we should hopefully find ourselves ready to tackle some cloth creation projects of our own. To get an idea of the type of material that the course contains, let's highlight just a few of the exercises that we will be working through. To start with, we will give ourselves a good grounding in cloth simulation essentials. Such as the effect of scale on cloth behavior. The difference that mesh subdivision types can make. And we will even be taking at a look at the location of cloth tools inside the 3ds Max UI.
We will also make a comprehensive examination of setting up and controlling cloth properties and behavior inside a simulation. We will do this by looking at options available in the cloth object properties dialog. These include controls such as UMV stretch, compress, UMV curve. Dents are there. And lots more besides. Creating cloth effects such as tearable and wet looking cloth is given our attention in chapter five.
As is the addition of forces such as wind to a simulation. We will even, as a bit of a bonus really, delve a little bit at the beginning of the course, into the garment maker cloth creation toolset. Adding some useful cloth creation workflow tips as we go. As we clearly have lots of ground to cover then, let's start moving forward and dive right in.
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