Modeling an umbrella

Tomek Michalski runs through the process of creating mesh folds and sculpting detail in order to create a realistic model of an umbrella, using Marvelous Designer and 3ds Max.

Introduction

This tutorial covers a way to model an umbrella using Marvelous Designer software. Using this technique, you will also be able to model similar materials, such as shirts on a hanger, or draped or folded trousers.

This umbrella formed part of a larger architectural visualization project found here. You can also find free models to use in your own arch-viz projects here.

Umbrella fabric

First, open Marvelous Designer and change the preset Gizmo to a local one, by using the following file path: Environment > Gizmo > Local Coordinate Gizmo. With this set, create a circle.

Start witha circle

Start witha circle

Add stitches

When you have drawn in your circle, add stitches using the Create Internal Rectangle function, or if you're feeling creative, by using the Create Internal Polygon/Line function.

Add stitches to your initial circle

Add stitches to your initial circle

Refining the stitches

You can then change the impression of these stitches by marking them and changing the intensity in their parameters.

Changing the intensity of the parameters

Changing the intensity of the parameters

Shaping the umbrella

The next step is to add Red Pins (LMB + W) in such a way as to create the shape of an umbrella. You can hold this down while clicking (and check the simulation) in order to better control the way it looks.

Adding Red Pins to shape the umbrella

Adding Red Pins to shape the umbrella

Red Pins

Make sure the Red Pins are at the very edge of your circle.

Placing the Red Pins

Placing the Red Pins

Moving the Red Pins

Turn off the simulation for a moment and check how the material lies. Then turn on the simulation again and move the Red Pins situated at the greatest distance from the center (as shown in the image) downwards and toward the center.

Draping the material

Draping the material

Marvelous Designer simulation

Later mark the umbrella and change the physical properties as described below. The most important parameter is Pressure, which controls the tightness of the umbrella. Adjust this function as you wish.

Parameters on the umbrella

Parameters on the umbrella

Particles

Start the simulation with a standard Particle Distance of 20.0 and edit the Red Pins until you get a similar effect. I end here with a Particle Distance of 15.

Adjusting particle distances

Adjusting particle distances

Particle adjustments

To make the final stimulation, change the Particle Distance to 4.0.

Making small adjustments to the Particle Distance

Making small adjustments to the Particle Distance

Exporting

Now you should Export and save the umbrella in an OBJ format.

Settings to use when exporting your file as an OBJ:

Settings to use when exporting your file as an OBJ:

Importing into 3ds Max

Now we need to open 3ds Max to begin adding details to the umbrella. First, convert the umbrella to editable poly, and remove the ugly and unnecessary tip of the umbrella. If it is necessary, make amendments using a modifier FDD box.

Using 3ds Max to add detail to the umbrella

Using 3ds Max to add detail to the umbrella

Optimizing the model

Optimize only the net of the umbrella using the modifier ProOptimizer. It is important to mark the following two parameters: Keep Texture and Keep UV Boundaries. For that purpose you can also use ZBrush and the Decimation Master tool.

Settings needed to optimize the umbrella model in 3ds Max

Settings needed to optimize the umbrella model in 3ds Max

Modeling the tip

Model a metal top for the umbrella using the technique you find most comfortable.

Creating the metal tip of the umbrella in 3ds Max

Creating the metal tip of the umbrella in 3ds Max

Base of the umbrella

Now let's make the stitch from the side of the umbrella's handle. First, mark the border of the umbrella (as seen in the image). With Shift, move from the border to the edge and click on the Create Shape from Selection tool. Change the thickness of the line you created, and if it is necessary, correct any mistakes.

Marking out the base of the umbrella

Marking out the base of the umbrella

Other detail

You can then model other details in using the techniques you like best.

Adding other detail such as the handle and umbrella spine tips

Adding other detail such as the handle and umbrella spine tips

Final touches

Add shaders and you are done! This technique used to create the material for the umbrella can be used for creating countless other things like shirts on hangers, skirts etc.

Adding shaders to your project will prepare it for the next stage of texturing and lighting

Adding shaders to your project will prepare it for the next stage of texturing and lighting

Related links
Tomek Michalski's website
Tomek Michalski's portfolio
Free models offered by Tomek
Marvellous Designer

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