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3d Max Design 2012 Tutorial

The document discusses modeling techniques in Autodesk 3ds Max Design, including modeling with primitives, applying transforms, and using modifiers. It introduces basic modeling tools like cylinders, boxes, extrusions, and provides guidance on renaming objects, applying transforms via values or interactive gizmos, and using modifiers like extrude. The document is a chapter in a book or manual providing instruction on fundamental 3ds Max Design modeling.

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0% found this document useful (0 votes)
359 views56 pages

3d Max Design 2012 Tutorial

The document discusses modeling techniques in Autodesk 3ds Max Design, including modeling with primitives, applying transforms, and using modifiers. It introduces basic modeling tools like cylinders, boxes, extrusions, and provides guidance on renaming objects, applying transforms via values or interactive gizmos, and using modifiers like extrude. The document is a chapter in a book or manual providing instruction on fundamental 3ds Max Design modeling.

Uploaded by

John Mark Ombina
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 56

Autodesk

3ds Max Design 2012

Fundamentals

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Files

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enclosed CD

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Chapter 3
Basic Modeling Techniques
This chapter introduces:

9Model with Primitives


9Applying Transforms
9Sub-Object Mode
9Reference Coordinate Systems and Transform Centers
9Cloning and Grouping
9Poly Modeling with Graphite Tools
9Statistics in Viewport

31

32

Basic Modeling Techniques

3.1 Model with Primitives


Autodesk 3ds Max Design software enables you to create and
adjust 3D geometry by creating a complex model, as shown in
Figure 31, from simple 3D objects called primitives.

Figure 31

Not everyone works with Autodesk 3ds Max Design as their


primary modeling tool. However, even for those who do not,
modeling with Autodesk 3ds Max Design primitives might still be
useful for additional dressing or background objects to add to your
imported scenes.
Modeling with primitives is only one approach to creating geometry
in Autodesk 3ds Max Design. Other processes, such as modeling
with modifiers, creating loft compound objects or creating a 3D
terrain from 2D contour objects, can also be done.

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33

Autodesk 3ds Max Design 2012 Fundamentals

Practice 3a

Modeling with Primitives

Estimated time for


completion: 10 minutes.

In this practice you will model the base for the parking lot light fixtures.
You will continue with this model in other practices.
1. Open Modeling with Primitives.max from your Class Files folder.
If you get a dialog box that mentions a File Load: Mismatch, click
to accept the default values.
2. In the Command Panel, select the Create tab (

). Click

(Geometry) and verify Standard Primitives displays in the


drop-down list. In the Object Type rollout, click
.
3. If the Keyboard Entry rollout is collapsed, click

to expand it.

4. In the Keyboard Entry rollout leave the X, Y, Z coordinates at 00.


Set the Radius to 10 and the Height to 30. Click
. You
can either enter the values directly in the respective fields or use
the spinner arrows to increase or decrease the values.
5. Click
(Zoom Extents) to get a closer look at the base. Note
that it zooms into the cylinder in the Perspective viewport only,
because that is the active viewport (yellow border).
Note: After creating an object, you cannot change the parameters in the
Keyboard Entry rollout. Changing the parameters in the Keyboard Entry rollout
and clicking

adds a second object. If you created another object, in

the Quick Access Toolbar, click

once to undo the creation of second object.

) to change the parameters.


After creating an object, use the Modify tab (
Select the object if necessary, and select the Modify tab.
Note: After entering a value in a field, either click in another edit field or press
<Enter> to see its affect in the viewports.

6. With the cylinder still selected, in the Command Panel, select the
Modify tab ( ). At the top of the modifier list, in the name field,
rename the object from Cylinder001 to LP Base.

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Basic Modeling Techniques

7. In the Parameters rollout, set Radius to 16. You can also set the
number of segments and sides for the object. Try changing these
values to see what effect they have on the geometry. Set both
Height Segments and Cap Segments to 1 (default) and Sides to
20, as shown Figure 32.

Figure 32

8. Select the Create tab (


) and in the Object Type rollout, click
to create the anchor base plate. In the Keyboard Entry
rollout set X, Y, Z coordinates to 00, 00, 30. Set the Length
and Width to 14 and the Height to 02. Click
. A box is
created on top of the Base cylinder, as shown in Figure 33.

Figure 33

9. With the box selected, click the Modify tab (


object as LP Anchor Base.

10. Click

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) and rename the

>Save As and save your work as MyLight Pole.max.

35

Autodesk 3ds Max Design 2012 Fundamentals

3.2 Applying Transforms


Many CAD and 3D graphic programs consider Move, Rotate, and
Scale as modify options similar to Stretch, Break, and Trim.
However, in Autodesk 3ds Max Design there is a significant distinction
between modifiers and transforms.
Modifiers add geometric and property alterations to objects. They
are listed in the Modifier Stack and their parameter values are
available for adjustment afterwards.
Transforms are used to translate (move) and scale objects in the
scene. The three Autodesk 3ds Max Design transforms are Move,
Rotate, and Scale. Transforms are conducted by accessing a
transform mode and typing new values or graphically transforming
objects on the screen.
Transforms are applied to objects after basic parameters and
modifiers have been taken into account (except world-space
modifiers). For example, if you scale a box, the Length parameter
shown in the Modifier Stack does not take into account the effects
of the scale transform.
An object can have any number of modifiers, but only has a single
set of transform values at any time.
Transforms and almost all object and modifier parameters can be
animated in Autodesk 3ds Max Design. For example, a
walkthrough animation can be created using Move Transform to
move the camera or its target or both.
Transform modes are initiated by selecting the required buttons in
the Main toolbar or by using the Transform modes in the right-click
quad menu.
The Transform tools are:
Select and Move
Select and Rotate

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Select and Scale: Scaling has three flyout options,


(Uniform),
(Non-uniform), and
(Squash).
Non-uniform enables you to scale one or two axes
independently. Squash enables you to do the same, but
scaling one or two axes applies a simultaneous opposite
scaling to the other(s). The Scale transform gizmo also has
the tools to do Non-uniform scaling.
Hint: It is best not to use the Scale transform directly on objects. Instead, apply
an XForm modifier to the objects and then Scale the XForm gizmo. This avoids
many problems in animation, because you can define when the scale is taking
place at the sub-object level.

Transforms can be constrained to one or two axes by selecting one of


the buttons in the Axis Constraints toolbar, as shown in Figure 34.
However, it is more common to use the gizmos or the keyboard
shortcuts to constrain the transforms. This toolbar is hidden by
default.

Figure 34

When a transform mode is active, a Transform gizmo displays, as


shown in Figure 35, on the selected object on the screen. If the
Transform gizmo is missing, press <X> to toggle it on.

Move

Rotate

Scale

Figure 35

Clicking and dragging over the gizmo enables you to perform the
transform interactively on the screen. You can also constrain the
transform by highlighting an axis handle on the gizmo before clicking
and dragging.

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Autodesk 3ds Max Design 2012 Fundamentals

You can apply a transform accurately by entering the required


transform values in the Transform Type-In area in the Status Bar, as
shown in Figure 36.

Figure 36

You can also right-click on any of the Transform buttons to open a


Transform Type-In dialog box, as shown in Figure 37 for the Move
transform.

Figure 37

The Transform Type-In dialog box can also be accessed by


right-clicking the object and clicking
(Settings) to the right of Move,
Rotate, or Scale, as shown in Figure 38.

Figure 38

Transform modes remain active until they are canceled. One way to
cancel a transform mode is by clicking
(Select Object) in the
Main toolbar or pressing <Q>. You should consider selecting Select
after you have finished a transform to avoid accidentally moving,
rotating, or scaling objects while making selections.

38

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Basic Modeling Techniques

Practice 3b

Modeling with Modifiers and


Transforms

Estimated time for


completion: 20-30
minutes.

In this practice you will refine the parking lot lighting fixture with
Modifiers, then use Transforms to locate objects in the correct scene
positions.
Task 1 - Extrude and Adjust the Light Pole.
To create the rectangular light pole, create a 2D cross-section shape
and then extrude it into a 3D object. This approach is another way to
create 3D geometry.
1. Continue working with the file created in the previous practice,
MyLightPole.max. If you did not complete it, open Modeling with
Modifiers and Transforms.max from your Class Files folder.
2. In the Create tab (
), click
(Shapes) to create 2D objects.
Verify that the Splines sub-category is displayed and click
, as shown in Figure 39.

Figure 39

3. In the Keyboard Entry rollout set X, Y, and Z to 00, 00, and


32. Set Length and Width to 06 each and set Corner Radius to
01. Click

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39

Autodesk 3ds Max Design 2012 Fundamentals

4. A 2D rectangle is created on the top of base plate. With the


rectangle still selected, open the Modify tab ( ). Open the
Modifier List by clicking the down arrow next to it. In the Modifier
List drop-down list, select Extrude. Note that Extrude gets listed in
the Modifier Stack, as shown in Figure 310.

Figure 310

5. In the Parameters rollout, set Amount to 150 and leave the other
parameters at their default settings.
6. Rename the object Rectangle001 as LP Pole.
7. Use
(Zoom) to get a closer look at the light pole, as shown in
Figure 311. Note how much detail the light poles fillet adds to the
model.

Figure 311

Note: You should cut down on any unnecessary detail if the object is meant to be
a background item and not the main focus of the visualization. Keeping models
simple reduces the file size and speeds up software performance and rendering
times.

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The Extrude modifier is listed directly above the Rectangle object


in the Modifier Stack. The rectangles parameters are still
accessible and can be changed after the extrude is added.
8. In the Modify tab ( ), in the Modifier Stack, select Rectangle. it
gets highlighted in dark gray. In the Interpolation rollout change
Steps to 2 and press <Enter>. The fillet divisions are reduced, as
shown in Figure 312. (In your projects you might change the
Steps to 0 or not use fillets at all, if the object is not a focal point of
the visualization.)
9. Save your work as MyLightPole01.max.

Figure 312

Task 2 - Taper the Light Pole.


The modifiers in the
Modifier drop-down list
are placed in groups and
then listed alphabetically.
Click and drag the scroll
bar on the right of the
Modifier drop-down list to
display the modifiers at
the bottom of the list.

1. In the Modifier Stack, select Extrude (so that the next modifier
Taper is applied after the Extrude). In the Modifier List, select
Taper, located at the bottom of this list. Note that the Taper
displays above the Extrude in the Modifier Stack. The Modifier
Stack lists modifiers in reverse historical order.
2. In the Taper area of the Parameters rollout, set Amount to -0.5,
which relates to approximately a 50% size reduction over the
height of the object. Press <Enter>. You can still adjust the original
Rectangle and Extrude parameters in the Modifier Stack.
3. Click
(Zoom Extents All) to see all the objects in the viewport.
Note the taper on the pole towards the top.

4. Click
>Save As. In the Save File As dialog box, click
automatically save your work incrementally as
MyLightPole02.max.

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to

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Autodesk 3ds Max Design 2012 Fundamentals

Task 3 - Create the Fixture Housing and Globe.


Previously you created primitives by keying in exact values in the
Keyboard Entry rollout. Now you will roughly size the primitive shapes
by clicking and dragging with the mouse in the viewport.
1. In the Create tab (
), click
(Geometry). In the Standard
Primitives drop-down list, select Extended Primitives as a
sub-category. In the Object Type rollout, click
.
2. Next to the base (LP Base), click and drag the left mouse button to
size the radius to roughly 20 (Keep looking in the Parameters
rollout in the Command Panel where the Radius changes
interactively as you move your mouse). After releasing the mouse
button, move your cursor up the screen slightly to give the cylinder
a height of approximately 10. Click a second time to set the
cylinder height. Then move the cursor up and down the screen
until you can roughly define a 02 fillet. Complete the object
creation process with a third click. The object should display as
shown in Figure 313.

Figure 313

All primitives can be sized by clicks and drags as you did here.
You can enter the parameters of the object before creating it or
you can sketch in an object this way and fix its dimensions and
position after creating it.
3. With the object, ChamferCyl, still selected, in the Command
Panel, select the Modify tab (
shown in Figure 314.

) and modify the parameters, as

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Basic Modeling Techniques

Figure 314

4. Name the object LP Fixture Housing.


5. In the Create tab (
), click
(Geometry). In the drop-down list,
select Standard Primitives as a sub-category. In the Object Type
rollout, click
to create the fixtures globe. Click and drag
anywhere on the screen to size a sphere of approximately 10 in
radius. Select the Modify tab ( ) and assign the parameters, as
shown in Figure 315. Note the effects that each of them has on
the model, specifically the Hemisphere and Smooth values.

Figure 315

6. Select the Squash option in the rollout. This option generates


more faces and creates a smoother appearance. Since the globe
is often where the viewers attention will be focused when looking
at the light pole, you should make it look as good as possible while
keeping the polygon count low.
7. Rename the hemisphere LP Fixture Globe.

8. Click
>Save As and click
to automatically save your
work incrementally as MyLightPole03.max.

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Autodesk 3ds Max Design 2012 Fundamentals

Task 4 - Use Transforms to Position Objects.


To complete this practice you will rotate and move the light pole
fixture housing and globe into position.
1. Select the LP Fixture Housing (the chamfered cylinder) and in
the Main toolbar, click

(Select and Move).

2. In the Main toolbar, set the Reference Coordinate System to


World by selecting it from the drop-down list and click
Pivot Point Center), as shown in Figure 316.

(Use

Figure 316

If the Transform gizmo is


missing, press <X> to
toggle it on.

3. The Move gizmo displays over the object, as shown in


Figure 317. Move the fixture housing by clicking and dragging the
gizmos axis handles and plane handles, noting how each
constrains the movement to a certain axis or plane. By default, the
gizmo displays at the objects pivot point.

Figure 317

4. To position the object precisely, use the Transform Type-In


controls located in the Status Bar at the bottom of your screen.
5. Verify that
(Absolute Mode Transform Type-In) is displayed in
the Status Bar. The Absolute Mode button toggles with
(Offset Mode). The
should display.

(Absolute Mode Transform Type-In)

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Basic Modeling Techniques

If the values are entered in Offset Mode, they are added to the
current coordinates. Offset Mode is useful if you want to move an
object a certain distance but are not sure what the resulting
coordinates will be.
6. Set X to 00, Y to -60, and Z to 190, as shown in Figure 318,
and press <Enter>.

Figure 318

7. As the Move transform and Absolute Mode are already active,


select LP Fixture Globe (hemisphere) and enter the same X, Y, Z
coordinates. The globe moves inside the fixture housing.
8. With the globe still selected, in the Main toolbar, click
and Rotate).

(Select

9. The X, Y, Z Transform Type-In fields display the current rotations


which are 0. Set X to180 and note the position of the globe is
inverted. The object should display as shown in Figure 319.

Figure 319

10. Click
(Select Object) to end the Rotate transform as a
precaution to avoid rotating objects accidentally.

11. Click
>Save As and click
to automatically save your
work incrementally as MyLightPole04.max.
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Autodesk 3ds Max Design 2012 Fundamentals

3.3 Sub-Object Mode


Many of the objects and modifiers in Autodesk 3ds Max Design
contain sub-objects that can be independently adjusted through
transforms and special modifier controls.
These sub-objects are adjusted through a special Autodesk 3ds Max
Design state called Sub-object mode. For example, the Taper
modifier in the column has Gizmo and Center sub-objects, as shown
in Figure 320, that can be adjusted to position the Taper.

Figure 320

Working in
Sub-Object
Mode

Sub-object mode is activated through the Modifier Stack. You can


expand the modifier by clicking next to the name of an object or
modifier that has sub-objects, then clicking sub-object level to be
adjusted.
You normally can have only a single object selected to enter the
Sub-object mode.
When Sub-object mode is active, the Sub-object level (or the
modifier name if the Sub-object list has not been expanded) is
highlighted in yellow (with the default user interface settings).
Normally you cannot clear the currently selected object while in
Sub-object mode. Therefore, to edit another object you must first
exit Sub-object mode. To do so, select the level of the Modifier
Stack presently highlighted in yellow, or select the name of the
modifier where you are in Sub-object mode.

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If you see your Modifier Stack highlighted in yellow accidentally,


(where you did not intend to be in Sub-object mode) simply select
the yellow highlighted item to exit the mode.

Geometric
Edits through
Sub-objects

A whole range of explicit geometric changes can be made through


Sub-object mode.
Objects imported into Autodesk 3ds Max Design often take the
shape of Editable Splines or Editable Meshes. These have
Sub-object controls that can be edited directly. For example, a
group of vertices in an Editable Mesh could be selected and
moved, or deleted separate from the rest of the geometry.
Many Autodesk 3ds Max Design objects can also have these
controls applied to them through an Edit Spline modifier (for 2D
objects) or an Edit Mesh or Edit Poly modifier (for 3D objects).
This includes geometry linked to AutoCAD drawings that list only
as Linked Geometry in the Modify tab.
Figure 321 shows a Box that is being edited geometrically by
lowering two of its vertices with the Move transform.

Figure 321

The Edit Mesh modifier is best for objects based on a triangular


mesh, such as triangulated terrain models. The Edit Poly modifier
is best for objects with faces of more than three vertices, such as
rectangular objects.
In general it is best to adjust objects through their core parameters
(such as the length, width, and height of a Box primitive) and
standard modifiers whenever possible. This makes it easier to
review the changes and adjust them. For cases where this is not
possible, Spline, Mesh, and Poly editing can be an effective
alternative.

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Autodesk 3ds Max Design 2012 Fundamentals

Geometric
Sub-Objects

The Editable Spline, Editable Mesh, and Editable Poly objects (as well
as any other object with an Edit Spline, Edit Mesh, or Edit Poly
Modifier applied to it) share a number of common Sub-object modes.
These are:
Vertex: The individual 3D points that define an object (Edit
Spline, Edit Mesh, or Edit Poly).
Segment: A single line or curve segment of an Editable
Spline.
Spline: A series of one or more connected Editable Spline
segments. Segments are considered connected if they share
a common vertex.
Edge: The linear segments connecting vertices with Edit
Mesh or Edit Poly. Three edges are shown in the button.
Face: The triangular surface area defined by three edges
(Edit Mesh only).
Border: A series of edges that define an opening in an
Editable Poly (only).
Polygon: Enables you to work with coplanar faces (Edit
Mesh) or a defined polygon (Edit Poly).
Element: Enables you to work with all the faces or polygons
that form a contiguous whole (Edit Mesh or Edit Poly).

Smoothing

One of the most important properties controlled at the face or polygon


sub-object level is smoothing. Figure 322 shows the same geometry
with and without smoothing applied.

Figure 322

Autodesk 3ds Max Design can have two adjacent faces appear to
be smooth or faceted. This distinction becomes very important
when dealing with curved or gently undulating objects. When
smoothed, faces appear smooth but Autodesk 3ds Max Design
does not adjust the actual geometry.

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Smoothing is controlled by smoothing groups. Each face or


polygon can be a member of up to 32 smoothing groups. If two
adjacent faces share a common smoothing group, Autodesk 3ds
Max Design attempts to blend the surfaces together to disguise
the edge that separates them.
As an example of the controls for polygon smoothing groups (in
Edit Mesh and Edit Poly), Figure 323 indicates the smoothing
groups for the selected faces. When some but not all selected
faces fall into a particular smoothing group, that groups box is
shown without a number.

Figure 323

As an alternative to manually assigning smoothing groups there is an


Auto Smooth feature. This feature automatically places adjacent
selected faces into smoothing groups if their normal vectors have an
angle of separation equal to or less than the Auto Smooth angle.
(Normals are formally described in the rendering material).
Note: You can also use the Graphite Modeling Tools located in the Modeling
Ribbon, to perform modeling with Edit Poly techniques.

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Autodesk 3ds Max Design 2012 Fundamentals

Practice 3c

Modeling with Edit Poly in


Sub-Object Mode

Estimated time for


completion: 10 minutes.

In this practice you will add some detail to the concrete base of the
light pole by chamfering (beveling) the outside top of the cylinder.
1. Continue with the file created in the previous practice
MyLightPole04.max. If you did not complete it, open Modeling
with Edit Poly in Sub-Object Mode.max from your Class Files
folder.
2. Select LP Base and click

(Zoom Extents Selected).

3. In the Modify tab ( ), select Edit Poly from the Modifier List.
Click for Edit Poly and select Polygon to activate Sub-object
mode at the Polygon level. The yellow highlighting in the Modifier
Stack indicates that you are now in Sub-object mode, as shown in
Figure 324.

Figure 324

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Note: You can also perform all the commands through the Graphite Modeling
Tools located in the Modeling Ribbon. With the object selected, select Polygon
Modeling tab under the Graphite modeling tools. In the drop-down list, select the
Apply Edit Poly Mod, as shown in Figure 325. Click
for Polygon
sub-object level. Note that the selections that you make in the Ribbon (Graphite
Modeling Tools) are reflected in the Command Panel and vice versa.

Figure 325

4. Select the polygon at the top of the cylinder, as shown in


Figure 326.

Figure 326
Note: Creating a 1 bevel will raise the cylinder top by 1. In preparation you will
first lower the top of the cylinder by that same 1.

5. In the Main toolbar, click


move gizmo is displayed.

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(Select and Move). Note that the

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Autodesk 3ds Max Design 2012 Fundamentals

6. In the Status Bar, click

(Absolute Mode Transform) to change

into
(Offset Mode Transform) and set Z to -01 and press
<Enter>. The cylinder geometry is adjusted.
7. In the Command Panel, in the Edit Polygons rollout, next to
, click (Settings), as shown in Figure 327. You might
have to scroll down to locate this rollout.

Figure 327

8. The heads-up display opens on the screen. In the heads-up


display, set

Height of 01 and an

as shown in Figure 328. Click

Outline Amount of -01,

Figure 328

The base is beveled as shown in Figure 329.

Figure 329

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9. To make the newly created faces smooth you will adjust the
smoothing groups. While still in Polygon sub-object mode, in the
pull-down menu, select Edit>Select All. In the Command Panel,
in the Polygon: Smoothing Groups rollout, click
to
remove the existing smoothing. Set the AutoSmooth angle to 30,
as shown in Figure 330, and click
.

Figure 330

10. To better see the effect of this change, turn off the Edged Faces in
the Viewport Shading label, if enabled. The angle of 30 degrees
enabled the newly created faces to smooth across each other, but
those faces are not smoothed with the top of the cylinder, as
shown in Figure 331. This is the chamfered appearance that was
originally intended. A larger smoothing angle enables the
chamfered faces between the top and sides to smooth out.

Figure 331

11. To end Sub-object mode, in the Command Panel Modifier Stack,


click on the yellow highlighted Polygon to clear the selection. The
top Modifier Edit Poly is highlighted as dark gray.
12. In the Main toolbar, click
(Select Object) to end the Move
Transform mode as a precaution to avoid moving objects
accidentally while making further selections.
13. Save your work as MyLightPole05.max or use
dialog box if using the MyLightPole04.max file.
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in the Save As

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Autodesk 3ds Max Design 2012 Fundamentals

3.4 Reference Coordinate Systems


and Transform Centers
All geometry in Autodesk 3ds Max Design is referenced to a base
coordinate system called the Home Grid.
You can create your own coordinate systems by creating and
locating grid objects, available in the Helpers Category in the
Create tab.
User Coordinate Systems created in AutoCAD can automatically
be brought into Autodesk 3ds Max Design as grid objects.
You can also create objects in AutoGrid mode, which creates a
temporary Grid aligned in 3D to the object directly under the
crosshairs. The option to enable AutoGrid is located in the Create
tab, in the Object Type rollout, as shown Figure 332 (AutoGrid is
similar to the Dynamic UCS feature introduced in AutoCAD 2007).
If you hold down <Alt>, the AutoGrid remains available for future
use. If you use AutoGrid without any key pressed, the grid
disappears after object creation.

Figure 332

Reference
Coordinate
Systems

Although a single grid is active at any one time, the current Reference
Coordinate System might differ depending on which view you are in
and which transform is active. It is recommended that new users stay
in the World system as much as possible to avoid confusion from
changing axis labels. The Default Reference Coordinate system is set
to View.

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In the Main toolbar, the options listed in the Reference Coordinate


System drop-down list, as shown Figure 333, controls how
transform values are read.

Figure 333

In the World coordinate system the X, Y, and Z axes are


interpreted based on the Home Grid, even if a user-defined grid is
active. To use the coordinates of the active user-defined grid
instead, select the Grid option.
In the Screen coordinate system the X-axis is always measured
along the bottom of the viewport, the Y-axis is always measured
along the side, and the Z-axis is measured perpendicularly out of
the screen. For example, in a front view using the Screen
reference system the Y-axis is measured up the screen. That
same view in the World system would measure Z-axis up the
screen instead.
The View system is a combination of World and Screen. In an
orthographic view the Screen system is used, while other views
use the World system.
The Pick option enables you to pick any object in the viewport or
from a list and use the reference coordinate system of that object
as the reference for transforms. You can use XRef objects with the
Pick option.
The Working option enables you to use the Working Pivot. It is a
temporary modeling pivot tool you create from the Hierarchy
panels Pivot tab. Generally you need to assign a hotkey to Use
Working Pivot and Edit Working Pivot to make them functional
tools.

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Autodesk 3ds Max Design 2012 Fundamentals

Transform
Centers

Transforms are applied through a Transform Center point indicated by


the Transform Gizmo. There are three options for the Transform
Center and can be accessed in the Main toolbar, in the Transform
Center flyout, as shown Figure 334.

Figure 334

Pivot Point Center: Transforms are applied through each


selected objects pivot point. Pivots often default to the bottom
center or geometric center of objects. Pivot points can be
adjusted through controls in the Hierarchy tab. Select this
option if you want to rotate many objects, each around its own
center.
Selection Center: Transforms are applied through the
geometric center of all selected objects.
Transform Coordinate Center: Transforms are applied
through the origin point of the current Reference Coordinate
System. For example, if you wanted to rotate objects around
their individual pivot points about the World Z-axis, you would
select the World Coordinate System and Pivot Point
Transform Center. Alternatively, to rotate all of the objects
around the origin, you would do the same with the Transform
Coordinate Center.
The Transform Center might automatically change depending on if
one or multiple objects are selected, and which transform is active.
The Reference Coordinate System and Transform Center can be
held using Constant in Customize > Preferences > General tab,
as shown in Figure 335.

Figure 335
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Basic Modeling Techniques

Practice 3d

Modeling with Coordinate Systems

Estimated time for


completion: 10 minutes.

For the next step in the Light Pole model you will add the Light Pole
Mounting Arm.
1. Continue with the file MyLightPole05.max created in the previous
practice. If you did not complete it, open Modeling with
Coordinate Systems.max from your Class Files folder.
2. Click

(Maximize Viewport) to display multiple viewports.

3. The Front viewport is unavailable. Click on one of the Top


viewports, click in the Point of View label (Top), and select Front.
Make sure that the Front viewport is active.
4. Use a combination of Zoom and Pan to zoom into the top portion,
as shown in Figure 336. If the Grid is showing in the Front view,
in the viewport label, click [+] and select Show Grids to clear it.

Figure 336

5. In the Create tab (


)>
(Geometry), click
. Using
the mouse, create a small box and center it on the top of the light
pole, as shown in Figure 337.

Figure 337
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Autodesk 3ds Max Design 2012 Fundamentals

6. With this box still selected, in the Modify tab ( ), in the


Parameters rollout, set Length and Width to 03 and Height to
46. Set the Height Segs to 6 and rename it to LP Mounting
Arm.
7. Since you created the box in the Front viewport (rather than the
Perspective viewport) the height of the box is measured
perpendicular to the view, in this case along the world Y-axis, as
shown in Figure 338.

Figure 338

8. Click

(Select and Move). In the Status Bar, set transform

mode to
(Absolute mode) and set the location of the mounting
arm as shown in Figure 339.

Figure 339

9. With the mounting arm selected, in the Modifier List, select Bend
to curve the arm to the housing. Set Bend Angle to 30 and
Direction to -90 degrees, and note the effect of each change. The
arm is bent as shown in Figure 340.

Figure 340

10. Save your work as MyLightPole06.max or use


dialog box if using the MyLightPole05.max file.

in the Save As

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3.5 Cloning and Grouping


Cloning

In Autodesk 3ds Max Design objects can be duplicated with the Clone
option (Edit > Clone). When cloning you have the option of enabling
the duplicate object to maintain a dynamic link to the source object.
Selecting Edit > Clone opens the Clone Options dialog box, as
shown in Figure 341.

Figure 341
Copy

Makes an independent copy without a dynamic link to the source


object.

Instance

Makes the duplicate and original Instances of each other. Changes


made to any Instance automatically update all Instances, including
changes to Modifiers, property changes, and material assignments
(but not Transforms).

Reference

A one-directional link where changes made to the original object


affect the duplicate, but you can apply Modifiers to the Reference
without affecting the Source object.

You can also clone an object by holding down <Shift> while


transforming through a click and drag on the Transform Gizmo. In
this procedure you also have the option of specifying the number
of copies you want to make, which are arrayed at the same
Transform value.
The Controller area in the Clone Options dialog box applies to
objects in a group or hierarchy and refers to transform controllers.
For now, leave this choice set to Copy.
Objects that are instanced or referenced display with the Modifier
Stack text in bold type. Instancing or referencing can be disabled
by right-clicking the item in the Modifier Stack and selecting Make
Unique.

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Autodesk 3ds Max Design 2012 Fundamentals

Grouping

Grouping enables multiple objects to be treated as a single unit for


selection and transforms. The Group options are available in the
Group pull-down menu, as shown in Figure 342.

Figure 342
Group

Creates a group out of all the currently selected objects. Groups


can have other groups inside them (nested groups).

Ungroup

Dissolves any selected groups back into their constituent objects.


Explode dissolves the selected groups and any groups nested
inside.

Open/Close

Enables you to select, modify, and transform individual group


members as if they were not in a group. The group is still defined;
however, it can be Closed to treat the objects as a single unit
again.

Attach

Enables you to add another object to a group. First select the


objects to be attached then select the Attach option in the Group
menu. When prompted select a closed group to which to add the
objects.

Detach

Enables you to remove selected objects from a group. You must


first open the group to select the objects to be detached.

Explode

Dissolves the selected groups and any groups nested inside


them.

Assembly

Special case object grouping that are intended for creation of


lighting assemblies called luminaires, and for character
assemblies. Assemblies have a special helper object called a
head that helps build groups that will be animated.

Groups are located in the Command Panel> Modify tab, with


group name in bold type, and a blank Modifier Stack. The Modifier
Stack of individual group members is displayed if it is opened.
Groups can be copied, instanced, and referenced. AutoCAD
blocks imported into Autodesk 3ds Max Design can be brought in
as instanced versions of the same group.
Hint: Avoid the use of Grouping on objects that are linked into a hierarchy and
then animated.

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Practice 3e

Cloning and Grouping

Estimated time for


completion: 10 minutes.

In this practice you will complete the model of the light pole using
Cloning and Groups.
1. Continue with the file MyLightPole06.max created in the previous
practice. If you did not complete it, open Cloning and
Grouping.max from your Class Files folder.
2. Click
(Select by Name) or press <H> (shortcut key) to open
the Select From Scene dialog box. In the dialog box, click
(Display Geometry) and select LP Fixture Housing, LP
Globe, and LP Mounting Arm (hold down <Ctrl> to select
multiple items). Click
to close the dialog box. All three
items are now selected in the scene.
3. In the pull-down menu, select Group > Group to combine the
three objects together into a single, selectable unit. In the Group
dialog box, name the group LP Fixture, as shown in Figure 343
and click

Figure 343

4. Click

(Select by Name) or press <H> to open the Select From

Scene dialog box again. Click


(Display Groups) and review
the new LP Fixture group. The group name is identified with the
symbol. Verify that the group is selected and close the dialog
box.
5. With the LP Fixture still selected, in the pull-down menu, select
Group > Open. The group still remains intact indicated by the pink
bounding box. Once opened you can now select, manipulate, and
transform the three component objects separately.
6. With one or more of the group components selected, select Group
> Close. The pink bounding box is replaced with the white
bounding box.
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Autodesk 3ds Max Design 2012 Fundamentals

7. With the LP Fixture group closed and selected, create a second


fixture by selecting Edit > Clone. In the Clone Options dialog box,
as shown in Figure 344, select Instance for the object so that the
original group and the copy share identical geometries. Leave the
other options at their default values. Click

Figure 344

8. The original and the copy now directly overlay each other. Click
(Select by Name) or press <H> and in the Select From Scene
dialog box, verify that only LP Fixture001 is selected (highlighted).
Close the dialog box. You will now rotate the second light fixture.
9. In the Main toolbar, click

(Select and Rotate).

10. The position of the transform gizmo is dependent on the active


Use Transform. If you use

(Use Pivot Point Center) or

(Use Selection Center), the position of the transform gizmo is


at the center of your current selection, but the rotation does not
place LP Fixture001 in the correct position. Click
(Use
Transform Coordinate Center), as shown in Figure 345, to use
the coordinate system origin as the center of rotation. Note that the
Rotation gizmo moves to the base which is the coordinate system
origin.

Figure 345

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11. In the Status Bar, in the Transform Type-In area, set Z to 180.0, as
shown in Figure 346, to rotate LP Fixture001 by 180 about the
Z axis. Press <Enter>. The round off error might result in a -180
value. This is a common occurrence and is not necessarily
indicative of a problem.

Figure 346

12. The cloned group is moved opposite to the original group, as


shown in Figure 347.

Figure 347

13. Click

(Select Object) to end the Rotate transform mode.

14. To verify that the groups are instanced, with LP Fixture001


selected, select Group > Open. Select LP Fixture Housing001
(chamfered cylinder). In the Modify tab, reduce the Height from a
10 to 0 8. Both Fixture Housings update and have reduced
height as shown in Figure 348.

Figure 348

15. Select Group > Close to close LP Fixture001.


16. Save your work as MyLightPole07.max or use
dialog box if using the MyLightPole06.max file.
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in the Save As

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Autodesk 3ds Max Design 2012 Fundamentals

3.6 Poly Modeling with Graphite


Tools
Autodesk 3ds Max Design is a powerful environment for creating 3D
models of virtually anything you can imagine. The box modeling
technique is probably the most popular method of construction. It is
also called polygon modeling or mesh modeling. Essentially it is the
interactive creation of vertices, edges, faces, and surfaces in a free
and artistic way. The term box modeling comes from the common
practice of starting by building a box. The original components of the
box are manipulated to create the entire model. You could as easily
start with a plane, or any other 3D primitive, or a 2D Shape object.
Box modeling can be performed using either the Edit Mesh or Edit
Poly modifiers, or be converted to an Editable Mesh or Editable
Poly object. Any of these methods give you the access to the
sub-object levels needed to do this type of modeling. The Edit Poly
modifier is the most recent modeling technology added to Autodesk
3ds Max Design, so it should be the preferred choice in many cases.
However, if you find unexpected results using Edit Poly, you can
always convert the object to an editable mesh or editable poly object
and discard the modifier. You can also use the Edit Mesh modifier
which is the older technology and should be the most stable.

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Practice 3f

Box Modeling an Armchair

Estimated time for


completion: 40 minutes.

In this practice you will learn some of the tools and techniques of box
modeling using the Edit Poly modifier.
Task 1 - Model the Armchair.

1. Click

> Reset to reset Autodesk 3ds Max Design.

2. In the Create tab (


)>
(Geometry), click
Object Type rollout to activate the Box tool.
3. Click

in the

(Maximize Viewport) to display multiple viewports.

4. In the Perspective viewport, click and drag to define the length and
width of the rectangle. Click and continue moving the mouse
upwards to define the height.
5. Initially you can use the Parameters rollout in the Create tab to edit
the values. You can also use the Modify tab to edit the values. Set
the Length to 050" (42"), Width to 033" (29"), and Height to
010". The box should look similar to the one in Figure 349.

Figure 349

6. In the Name and Color rollout, name the object armchair.


7. To better see the edges, change the display mode to wireframe.
Click the Viewport Shading label (Realistic) and select Wireframe.
8. Press <G> to hide the grid.

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Autodesk 3ds Max Design 2012 Fundamentals

9. If the Graphite Modeling Ribbon is only displaying tabs, click


display the commands in the panel.

to

10. Select the Graphite Modeling Tools tab if it is not already active. In
the Graphite Modeling Tools Ribbon, expand the Polygon
Modeling panel and click Apply Edit Poly Mod, as shown in
Figure 350. This adds an Edit Poly modifier to the object. This is
also reflected in the Command Panel. Note that the modifier Stack
displays the Edit Poly modifier.

Figure 350

11. Click
(Edge) in the Polygon Modeling panel, as shown in
Figure 351, to activate Edge Selection. Alternatively, you can
press <2>.

Figure 351

12. In the Navigation toolbar, click

(Zoom Extents All Selected).

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13. Hold down <Ctrl> and select the upper two long edges, as shown
in Figure 352.

Figure 352

14. In the Modeling Ribbon, in the Loops panel, press and hold
<Shift> and click
heads-up display.

(Connect) to open the Connect Edges

15. In the Connect Edges heads-up display, set Segments to 2, Pinch


to 70, and click
. Note that 2 edges are placed along the two
short edges, as shown in Figure 353.

Figure 353

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Autodesk 3ds Max Design 2012 Fundamentals

16. Click
again to place a new set of segments along the long
edge of the box.
17. Change the Pinch and Slide values (Pinch brings the lines closer
to one another and Slide moves them in the X-direction) to create
a rectangle towards the back of the armchair, as shown in
Figure 354. You can drag their slider arrows in either direction till
you get the required results. The values of Pinch and Slide are
around -30 and -180 respectively. Press <Enter> each time you
enter a new value to see how it affects the lines. Click

Figure 354

18. In the Polygon Modeling panel, click


(Polygon), or press <4>
to change the sub-object selection level from Edge to Polygon. In
the Perspective viewport, right-click and select Select. Hold down
<Ctrl> and select the two polygons, as shown in Figure 355.

Figure 355

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Basic Modeling Techniques

19. In the Modeling Ribbon, in the Polygons panel, press and hold
<Shift> and click

(Extrude) to access the Extrude Polygons

heads-up display. Set Height to 02" and click


Figure 356.

, as shown in

Figure 356

20. In the Polygons panel, press and hold <Shift> and click
(Bevel) to access the Bevel heads-up display. Set Height to
01" and the Outline to -01", then click
Figure 357.

, as shown in

Figure 357

21. Orbit the viewport so that you can see the back of the armchair.
The shortcut for Orbit is <Alt>+middle mouse button.

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Autodesk 3ds Max Design 2012 Fundamentals

22. Select the long rectangle that will become the back of the chair. In
the Polygons panel, press and hold <Shift> and click
(Extrude) to open the Extrude Polygons heads-up display.
Extrude the back of the armchair to 05" and click
Figure 358.

, as shown in

Figure 358

23. In the Polygons panel, press and hold <Shift> and click
(Bevel) to access the Bevel heads-up display. Bevel up the back of
the chair, as shown in Figure 359. Be careful not to bevel so
much that the edges overlap. Click

Figure 359

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24. Click
(Select and Move) and move the selected polygons
backwards along the X-axis, as shown in Figure 360. Orbit the
viewport to view the design.

Figure 360

25. Press <2> to change to the Edge Selection level. As an


alternative, click

(Edge) in the Polygon Modeling panel.

26. In the Modify Selection panel, click


(Ring Mode). This enables
to select a ring of edges when a single edge is selected.
27. Select one of the long edges at the top of the chair.
28. In the Modify Selection panel, click
disable it.

(Ring Mode) again to

29. Hold down <Alt> and clear the selection of one edge in front and
one edge in the back. Only six edges are selected, as shown in
Figure 361.

Figure 361

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Autodesk 3ds Max Design 2012 Fundamentals

30. In the Loops panel, press and hold <Shift> and click
(Connect). In the Connect Edges heads-up display, reset the
Pinch and Slide to 0, and set the segments to 21, as shown in
Figure 362. Click

and

Figure 362

31. In the Loops panel, press and hold <Shift> and click
(Connect). In the Connect Edges heads-up display, change the
Segments to 3 and click
. This adds lots of segments to the
armchair back. Next, you will use Soft Selection to sculpt an
organic curve to the back of the chair.
Note: In the Graphite Modeling Tools, many options can be used to sculpt the
back of the chair, but you will first learn the original method using the Command
Panel.

32. Click in the Left viewport to make it active. Maximize the viewport
by clicking

(Maximize Viewport).

33. In the Modeling Ribbon, in the Polygon Modeling panel, click


(Vertex) to switch to Vertex selection mode.
34. In the Main toolbar, click
(Select and Move). Drag a selection
rectangle around the row of vertices at the top middle edge of the
chair, leaving the 4 vertices on each side unselected, as shown on
left in Figure 363.

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35. Click
(Maximize Viewport) again to display all the four
viewports. In the Perspective view verify that you have selected
the correct row (only the top most row) of vertices, as shown on
the right in Figure 363.

Figure 363

36. In the Command Panel, click


(Modify), expand the Soft
Selection rollout. Select Use Soft Selection and adjust the Falloff
as shown on the left of Figure 364. A rainbow color display
indicates which vertices will be moved (Red/ Yellow/ Orange/
Green) and which are unaffected (Blue). Using soft selection, you
can verify the vertices that will be affected. The resulting model
might differ from the illustration in Figure 364, based on the
values and vertices you selected.

Figure 364

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Autodesk 3ds Max Design 2012 Fundamentals

37. In the Main toolbar, click


(Select and Move) and move the
selected vertex up in the Z-axis to create the curved chair back, as
shown in Figure 365.

Figure 365
Hint: You can change the size of the transform gizmo by using the + and keys
(also and =).
Note: You can assign a hotkey to interactively adjust the Soft selection falloff and
pinch in the viewport. To do this, assign a hotkey to Edit Soft Selection Mode.
For the exact procedure see: To edit a soft selection in the Viewport in the
Autodesk 3ds Max Help.

38. Click at the top of the Modifier Stack to turn off sub-object
selection. The Edit Poly modifier is highlight as gray.
39. Press <F3> to toggle from Wireframe to Realistic mode and <F4>
to turn on Edged Faces mode. Alternatively, you can click the
Viewport Shading menu and select Realistic and Edged Faces.
Your model displays as shown in Figure 366.

Figure 366

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40. Select Rendering > Environment to open the Environment and


Effects dialog box. In the Background area, click on the Color
swatch and select White (color) in the Color Selector dialog box.
In the Main toolbar, click
(Render Production) or press <F9>.
Your rendering should displays as shown in Figure 367.

Figure 367

41. Note that there are some problems with smoothing. The chair
looks extremely faceted. In the Modifier Stack, select Polygon or
press<4> to access the Polygon sub-object level.
42. Expand the Polygon Smoothing groups rollout. Press <Ctrl>+<A>
to select all the polygons, then click
in the rollout, as
shown in Figure 368. Click in open space in the viewport to
deselect all. You will note a subtle change in the viewport display,
the edge is softened in the upright chair back

Figure 368

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Autodesk 3ds Max Design 2012 Fundamentals

43. Render the scene by clicking


(Render Production) or by
pressing <F9>. The rendering shows the smoothing problem has
been fixed, as shown in Figure 369.

Figure 369

Task 2 - Apply Geometric Smoothing.


You can add Geometry Smoothing through MSmooth operation.
1. Select all the polygons by pressing <Ctrl>+<A>. If they are
completely red, press <F2> to only display the faces in red outline.
2. In the Modeling Ribbon, in the Subdivision panel, press and hold
<Shift> and click
(MSmooth). Click
. Msmooth changes
the geometry by adding density to the mesh, as shown in
Figure 370. Note the mesh is very dense in some parts and not
dense enough in others.

Figure 370

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Task 3 - Subdivide the Seat.


The back is dense, but the seat is not. You need to select all the
polygons that need subdivision and then add a Subdivide modifier to
them.
1. Verify that the Polygon level is still active and all the polygons are
still selected. If not, press <Ctrl>+<A>. Also press <F2> to display
the faces as completely red.
2. In the Main toolbar, expand
flyout and click

(Rectangular Selection Region)

(Paint Selection), as shown in Figure 371.

Figure 371

3. In the Perspective Viewport, hold <Alt> and paint to remove the


dense polygons from the selection set. Leave only the polygons
that need subdivision added, as shown in Figure 372. Orbit to a
different location and continue. If necessary, press <Ctrl> to add
polygons back into the set.

Figure 372

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Autodesk 3ds Max Design 2012 Fundamentals

4. In the Modifier list, select Subdivide. The chair displays as shown


in Figure 373. Click anywhere in empty space to remove
selection.

Figure 373

5. Save your file as My Armchair.max.


Task 4 - Continue Modeling the Armchair.
You can soften up your model using the Freeform tools.
1. Continue on the armchair.
2. In the Graphite Modeling Tools tab, in the Polygon Modeling
panel, select Apply Edit Poly Mod and click
(Polygon). You
can also select Edit Poly in the Command Panel Modifier List.
Press <Ctrl>+<A> to select all of the polygons.
3. Select the Freeform tab, as shown in Figure 374.

Figure 374

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4. In the Paint Deform panel, click


(Push/Pull). Access the help
in the tool tip by pausing your cursor on the command, as shown in
Figure 375.

Figure 375

5. Use Push/Pull to create a cushion for sitting. Drag the brush to pull
the vertices outward and hold down <Alt> to push them in. Change
the brush size using <Ctrl>+<Shift> and the brush strength using
<Shift>+<Alt>. In the Quick Access Toolbar, click
you pushed/pulled the wrong vertex.
6. In the Paint Deform panel, click

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(Undo) if

(Shift).

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Autodesk 3ds Max Design 2012 Fundamentals

7. In the Front view, use the Shift tool to stretch and deform the chair
back, as shown in Figure 376.

Figure 376

8. In the Perspective view, orbit the viewport so that the chair model
displays similar to the one shown in Figure 377.

Figure 377

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Task 5 - Optimize the Mesh.


The shape of the chair has been softened; now you need to reduce
the polycount so the file can be used efficiently. The ProOptimizer
modifier will achieve this.
1. Select the Edit Poly modifier in the stack to disable sub-object
mode. In the Modifier drop-down list, select ProOptimizer. It will
be displays in the Modifier Stack, as shown in Figure 378.

Figure 378

2. In the Modify panel, in the Optimization Levels rollout, click


. Change the Vertex % to 22. Use the spinner to
move it up or down while watching the viewport as shown in
Figure 379.

Figure 379

3. Save your work as Myarmchair_softened.max.

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Autodesk 3ds Max Design 2012 Fundamentals

3.7 Statistics in Viewport


While Box modeling it is a good idea to frequently review the status of
your model. You can click
> Properties > Summary Info to
find out a lot of information about your file. You can also Show
Statistics directly in the viewport. To launch statistics, in the viewport
label, click [+] > xView and select Show Statistics. The total number
of polygons, vertices, and Frames Per Second are displayed in the
viewport, as shown in Figure 380, and are dependant on the options
selected in the Viewport Configuration dialog box. Alternately, press
<7> to toggle the statistics display in the viewport on and off.

Figure 380

The statistics options can be controlled by selecting Views>Viewport


Configuration and in the Statistics tab of the Viewport configuration
dialog box, as shown in Figure 381. Alternately, in the viewport label,
click [+] and select Configure Viewports to open the Viewport
Configuration dialog box. In the Viewport Configuration dialog box, in
the Statistics tab customize the display (e.g., Polygon Count,
Triangle Count, Edge Count, Vertex Count, etc.).

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Basic Modeling Techniques

Figure 381
Hint: When designing, it is a good idea to keep your Polygon Count or Triangle
Count as low as possible to speed up rendering and viewport performance. If you
are creating real time models, this impacts the interactive viewport navigation and
playback speed.

When working in Autodesk 3ds Max Design, you can toggle the
view of the statistics on and off when you need to see it.
Performance might be improved if you keep this off when not in
use.
Hint: Sometimes Show Statistics does not seem to give correct results. To
check the information, select File>Summary Info and compare the
Vertex/Face/Poly count displayed there.

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Autodesk 3ds Max Design 2012 Fundamentals

Chapter Review Questions


1. Where can you change the parameters of an object after you have
created it?

2. How do you display the transform (Move, Rotate, or Scale) gizmo


if it is missing on the object in the viewport?

3. How do you access Sub-object modes to modify an object or a


modifier of an object?

4. How are the X, Y, and Z axis measured in the Screen Coordinate


system?

5. Which cloning option would you use when you want the changes
made to the source object to affect the duplicate object, but when
any changes are made to the duplicate, they do not affect the
source object?

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