3D Modeling of Louis Vuitton Plexiglass Box: Part 1

Home » Blog » Tutorials » 3D Modeling of Louis Vuitton Plexiglass Box: Part 1

Disclaimer: We don’t sell or share any physical or digital copies of the brand products. This tutorial created only for educational purposes. Keep in mind that selling copies of brand products is illegal.

Hello everyone welcome to the Styllle Digital Fashion blog!

In today tutorial I want to show you how to create 3D model a luxury Plexiglas bag.

I’ll show you 3D modeling process of the Louis Vuitton Plexiglas Box, applying dynamics and rendering.

For the modeling I’ll be using Autodesk 3ds Max.

Preparing scene for 3D modeling

01 System units setup

Before we start modeling, we need to prepare our 3D scene to work.

The 1st step of each project is setting up system units.

Go to the Customize menu and and select Units Setup.

Tutorial how to set up units in autodesk 3ds max
Select Customize menu and Units Setup
Tutorial how to set up centimeters units in autodesk 3ds max
Select Centimeters for system units

You can use metric system, imperial system or your own settings. For most of my projects I use centimeters units.

02 Create reference planes

The next step is placing reference images. Go to the Create panel, primitives and select Plane.

On the Modify panel, I can reduce plane segments and make 1 by 1.

3D modleing in 3ds max
Create a Plane
Plane segments in 3ds max
Plane segments

03 Applying texture to the reference plane

The next step is very simple I just grab my image and drag and drop it on the plane. 3Ds Max automatically fits image to the plane size.

Applying reference image in 3ds max for 3D modeling
Plane with texture

We need to adjust plane and fit it to the original image size.

04 Matching image and plane width

Select the plane go to the Modify panel and in the list of modifiers select UVW Map.

Scroll down to the bottom and select Bitmap Fit option.

Apply UV mapping in 3ds max
UVW Map modificator
Bitmap Fit option in 3ds max
Bitmap Fit option

Next select reference image and press open.

The UVW modifier will adjust the texture to the original image size.  In our case it’s square. I can copy Width value from the UVW Map modifier, then select our plane and past already copied width value.

Now our reference image is almost ready.

Reference plane with texture
Reference plane with bag texture

05 Disable texture on the back face

By default, the texture will be visible on both front and back sides of the plane.

Texture visibility on the front & back faces, 3D Modeling in 3ds max
Texture visibility on the front & back faces

We need to disable back face visibility because will use another reference image for the back view.

To make back face not visible select reference plane, go to the Display tab and select Backface Cull checkbox. This option hides the back face and you will see only the front face of the plane.

3ds max backface cull option
Backface Cull property

05 Layers organization for comfortable 3D modeling

The Next is layers organizing. To open layers manager press Manage Layers button at the top of the shelf or “L” button on your keyboard.

Create a new layer then double click on the layer’s name and type a new name – References. Next, I rename the selected plane to “Front”.

3ds max backface cull option, preparing scene for 3D Modeling
Backface Cull property

06 Disable a Gray color in Frozen mode

Now if I freeze the Reference layer the image will not be visible in viewport instead of texture we will see a gray color.

when you 3d modleing in 3ds max by default it makes geometry gray if we will freeze it
When Freeze turn on by default geometry will have a Gray color

To make it visible, select the plane, right-click on the plane -> select Object Properties and deselect Show Frozen in Gray option.

3ds max Object Properties
Object Properties
3ds max Show Frozen in Gray oprion for 3D modeling
Show Frozen in Gray option

Now when I freeze the layer the reference image remains visible.

The freeze option helps to avoid an accidental selection and moving the reference image.

Now when I’m trying to select the plane I’m not able to do that.

07 Creating new reference planes

To create a new reference plane I unfreeze the layer, select the front reference plane, press the Move Tool or  “W” key, hold the “Shift” key and move it.

It will make a copy of the plane. Then rotate the plane by 180° degrees. You can do it in a few ways.

Press Select and Rotate button or press “E” key.

1st  you can type 180° degree value in the field at the bottom of the screen.

Manual angle setup in 3ds max for 3d modeling
Manual angle setup

The 2nd way is pressing the Angle Snap Toggle button or pressing “A” key.

Angle Snap Toggle in 3ds max allow you to use degree snap when you rotating a geomenty during 3d modeling process
Angle Snap

If I make right-click on this button popup window appears with the snap settings. And I can set up angle degree value. I use degrees value for the angle snap.

Snap settings window
Angle snap settings

Now when I rotate the plane I have degree snap.

Drag and drop the image with the back view on the plane. And rename the plane.

08 Setting up the right reference planes scale

Now I’m going to position both reference planes in the center of the coordinate system.

At the bottom, of the viewport, you can see the current position of the plane.

If I press on the little arrows right next to the value it’s set up to the 0

Object position in 3ds max
Object coordinates

The same for the Front plane.

Next, I’ll match the cube to the bag size. Every store has description of the product with it’s dimensions.

I select cube and go to the Modify tab and update parameters according to the real bag dimensions.

Now our reference images are the way too big and I have to adjust them to the cube size.

Setup reference plane scale according to the product size
The reference is way to big comparing to the bag size

Go to the front view and press “F3” to see the texture in viewport. Disable the grid by pressing the “G” key.

We don’t need the UVW Map modifier anymore and can delete it.

09 Adjusting Pivot position

Now to place our plane in the right way we need to adjust the pivot.

To do that go to the Hierarchy tab and press Affect Pivot Only. Next just center pivot according to the product and move it to the bottom of the bag. Press again Affect Pivot Only.

Change Pivot position in 3ds max
Affect Pivot Only mode

Now I can set up 0 for the Z and X axis.

Press “R” key or Scale Tool and scale the plane down to match the cube width.

For a more comfortable modeling process, I use animated material.

I can switch between the frames just pressing “<” “>” keys and the transparency of the material is changing.

Reference plane size and transparent material
Right reference scale

It allows us to see the reference image and at the same time work in transparent mode.

You can download this material absolutely for free just filling this form ⤵

10 Adjusting back reference

Do the same to the Back reference. Press “V” key and select Back View or press front at the top left corner of the viewport and select Back.

Select view in 3ds max by pressing "V" key
Select viewports window by pressing “V” key
Select viewport menu in 3ds max
Select viewports menu at the top left of the viewport

Activate Adjust Pivot Only mode and place pivot at the center and move to the bottom of the bag.

Setting pivot for the back reference plane
Setting pivot for the back reference plane

Set up 0 for Z and X axis. And scale down to match the cube size.

Learn how to design fashion bag in 3D
Set up a right scale for the reference plane

The reference images are set up and we are ready jump to the 3D modeling part.

If you use another way to set up reference images share it in the comment and let me know why you prefer it.

Any feedback on my explanation are very welcome!

See you in the next tutorial on the 3D modeling part, subscribe to our news letter to not miss new tutorials!


Post a comment

Your email address will not be published. Required fields are marked *