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This course was created and produced by Joel Bradley. We are honored to host this content in our library.
- Comparing mesh subdivisions
- Adding the Cloth modifier
- Adjusting options like panels, seams, and faces
- Setting up and controlling cloth behaviors
- Working with constraints like Preserve, Surface, and Sticky Cloth
- Applying forces to cloth
- Controlling cloth quality
Skill Level Intermediate
- [Voiceover] 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 a 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 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 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; UNV stretch, compress, UNV 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.