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.
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.
Refining the stitches
You can then change the impression of these stitches by marking them and changing the intensity in their 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.
Red Pins
Make sure the Red Pins are at the very edge of your circle.
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.
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.
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.
Particle adjustments
To make the final stimulation, change the Particle Distance to 4.0.
Exporting
Now you should Export and save the umbrella in an OBJ format.
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.
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.
Modeling the tip
Model a metal top for the umbrella using the technique you find most comfortable.
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.
Other detail
You can then model other details in using the techniques you like best.
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.
Related links
Tomek Michalski's website
Tomek Michalski's portfolio
Free models offered by Tomek
Marvellous Designer
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