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Model an Intricate Weaved Pattern in 3ds Max

Ever wondered how all these wooden materials weave into each other on a chair? Complex? Maybe, and maybe not... This tutorial will guide you step by step to come up with your own complex weaved patterns, in any kind of form. The tutorial will focus on the modeling part, and leave you to sail on with your imagination from there.

Click on Image for a High Rez Version

Start by creating a new plane (Length = 55, Width = 96).

Set the length segments to 24, and the width segments to 6. The horizontal segments are based on how many rows of the pattern will be in your object. The vertical segments refer to how wide each curve in each line will be, just make sure you go with an even number to avoid problems later on.

Convert your plane to an 'Editable Poly' (Right click on object > Convert to > Editable Poly).

Select all of the vertices making up your vertical segments starting from the second column, selecting 1 column and skipping another.  To make multiple selections, simply hold ctrl.

Now change your view and drag these vertices to the front.  The degree to which you pull the vertices will depend on how much curve you want to give your shape.

Change back to your original view. Select any one of the horizontal edges, and press 'Loop' from the selection menu on the right.

From the same menu, press 'Ring'.

Choose "create shape from outline" from the right side menu. Make sure you choose 'smooth', this will allow the sharp corners created earlier to smooth out. Feel free to adjust the vertices that you moved forward earlier, since you now have a better view of how it will look when it's been smoothed out.

Go ahead and hide your original poly since you won't be needing it anymore (Right Click > Hide Selection). Note: You must be in object mode, not edge mode.

Now you should have a new spline created in the shape of your final pattern. Go ahead and select it.

On the side menu, under the 'Rendering' tab, place a tick next to "Enable in Viewport", and choose the rectangular option. Depending on your units and scene size, choose a size that's reasonable, and make sure that the gap that it creates between one line and another can fit the same line.  This will be important for the next step. My settings were Length = 2, and Width = 1.

Once you are satisfied with the width and height of your lines, select the object / spline as a whole, then hold Shift + drag upwards to duplicate the same set of lines in the gaps that you created. Make sure that the splines don't overlap one another and fit nicely.

Now change your viewport and drag these set of lines to the left or right, so that the curve would be facing the opposite way of the other set of curves.  *I felt like the oval gap it created between my lines was a bit too much, so I selected both, and used the Scale tool to adjust it a bit.

Remove the extra vertices that are created on the sides, making them both almost start and end at the same points.

Now we have created the basic pattern shape, so lets move on to some other details. Create two Cylinders (Radius = 1; Height = 55) and place them side by side.

Scale the two cylinders so that they look more like an oval shape rather than round.

Group the two cylinders and call them "2 cylinders".

Move the group "2 cylinders", and place them in the middle of the first gap in the splines you created earlier. Feel free to scale the size of them, or edit the gap size of the overlapping lines to allow your "2 cylinders" to fit nicely.

Once you are satisfied with that, duplicate these "2 cylinders" across to fill all of the gaps by holding down shift + drag.

Group your pattern along with the "2 Cylinders" group, and call it it "Pattern."

Now to create a frame for the 'Weaved Pattern' and its details. Create a new Cylinder (Radius = 2.8; Height = 95).

Hold down Shift, and rotate the Cylinder 90 degrees.

Repeat this step by selecting both Cylinders, and rotating 180 degrees, and then adjusting the cloned cylinders to make a square.

Adjust the upper and lower cylinders to fit properly by lowering their radius and positioning them correctly.

Select all 4 cylinders, and convert to Editable Poly.

Take the cylinder at the bottom, and move it upwards. This will create the base for your table stand.

Select the top border of your two side legs.

Using the "Chamfer" tool, give it a "Chamfer Amount" of 3, and "Segments" of 3.

In the Modifier List, apply the "Smooth" modifier, and check "Auto Smooth" in the option panel.

Make sure you can fit the "Pattern" you created earlier nicely inside the 4 borders you just created. If not, then make the adjustments by raising the bottom cylinder.

Group the 4 cylinders, along with your "Pattern"and call the whole thing "Side".

Select your group "Side", and using the rotate tool, hold Shift and rotate by 90 degrees. Repeat this step 3 more times to create a square shape.  This will be the four sides of your table.

Now that you have cloned your four sides, you will have four extra legs.  Just delete them, leaving you with a four sided table.

Create a thin Box (Length = 94; Width = 94; Height = 3) at the top, this will be the glass.  And you're done!



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