1. Creating Wire Structure
Open 3ds Max. Go to Create panel > Cylinder and draw a cylindrical shape in the Perspective viewport.
Click on the Modifier panel and then set the Radius to 4, Height to 500, Height Segments to 30, and Sides to 20.
With pressing Shift key, make an instanced copy of the cylinder. An instanced copy of the object follows each and every change made to the original one.
With both cylindrical objects selected, apply a Twist modifier onto them.
Change the value of Angle to 1000 and Twist Axis to Y axis. You will see the cylindrical shapes get wrapped on each other.
2. Creating Knots
To make the knot, first hide the cylindrical shapes for now. Go to Shapes panel, select Helix and draw a helix shape in the Perspective viewport.
Set the Helix parameters values as shown in the image below. These may vary in your case.
Open the Rendering tab of the Helix and then turn on Enable in Renderer and Enable in Viewport option. Set the Thickness value to 18.
Apply an Edit Poly modifier on the helix shape.
Being in Polygon mode, select the indicated face of the helix shape.
Select Extrude option and then keep extruding the selected polygon four to five times as shown in the image.
At last, extrude the face and rotate it a bit.
With the end face selected, Inset it twice.
If you apply TurboSmooth modifier onto it, it will look quite smooth and sharp.
Do same with the other side's poly face too.
After applying TurboSmooth modifier onto the knot, it looks quite smooth and sharp.
With the knot selected, click on Mirror option.
It opens the Mirror: World Coordinate settings window. Here select ZX as the Mirror Axis and Instance as Clone Selection option. Finally click on OK. It creates a duplicate and mirrored entity of the knot.
Now right click on the viewport and then select Unhide All option. Now you need to place and fit the knot properly.
3. Applying Textures
Now it’s time to apply the texture. Press M on the keyboard to open the Material Editor. Select an empty slot and click on Diffuse channel.
It opens Material/ Map Browser window. Here select Bitmap map and click on OK.
Now select the Metallic Texture.jpg file. With both the wires selected, click on Assign Material to Selection icon.
Let’s render the scene. It looks like quite dark and the texture seems a bit stretched.
First of all apply a UWV modifier on both the wires. Keep the Mapping as Cylindrical, Alignment as X and then click on Fit.
Now increase the Tiling values as shown in the image. Render the scene, but still the seams are visible. You need to make the seamless texture in Photoshop.
4. Creating Seamless Texture In Photoshop
Open Photoshop and then import the Metallic Texture.jpg image.
Go to Filter > Other > Offset.
Here do a little math. Since the original image’s width and height values are 600 px and 800 px respectively so you need to fill here exact the half values. So fill Horizontal value as 300 px and Vertical value as 400 px.
Now take Clone Stamp Tool and start painting the seams.
Once you finish the painting, you can use this new texture file in 3ds Max without any problem. Save this image.
4. Finalizing The Scene
Now render the scene once again with the new texture applied. You will see the seams problem has gone.
Make several copies of the knots and distribute these evenly on the wire. Now apply the same texture to the knots.
Arrange the scene like this. Then apply some lights.
Apply a couple of Spot lights. It solely depends upon you how you want to lit and render the scene.
I have done some still compositing in After Effects and applied some effects like Lens Flare, Rays and Depth of Field.
This is the final rendered image. Hope you have enjoyed the tutorial :)
In this tutorial I have shown you how to create a barbed wire structure in 3ds Max with using the modifiers only. Modifiers are a great help and sometimes they reduce the amount of work incredibly. You should try all the modifiers available in 3ds Max to see what they do. I hope you have enjoyed the tutorial.
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