3d Max Design 2012 Tutorial
3d Max Design 2012 Tutorial
Fundamentals
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Chapter 3
Basic Modeling Techniques
This chapter introduces:
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32
Figure 31
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Practice 3a
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
to expand it.
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.
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
Figure 33
10. Click
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35
Figure 34
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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37
Figure 36
Figure 37
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.
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Practice 3b
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
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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.
Figure 312
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
311
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.
Figure 314
Figure 315
8. Click
>Save As and click
to automatically save your
work incrementally as MyLightPole03.max.
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(Use
Figure 316
Figure 317
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
(Select
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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315
Figure 320
Working in
Sub-Object
Mode
Geometric
Edits through
Sub-objects
Figure 321
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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
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.
Figure 323
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Practice 3c
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
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
Figure 325
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.
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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
Height of 01 and an
Figure 328
Figure 329
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
in the Save As
323
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.
Figure 333
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Transform
Centers
Figure 334
Figure 335
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Practice 3d
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
Figure 336
Figure 337
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327
Figure 338
8. Click
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
in the Save As
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
Instance
Reference
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Grouping
Figure 342
Group
Ungroup
Open/Close
Attach
Detach
Explode
Assembly
Practice 3e
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
331
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
Figure 345
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
Figure 347
13. Click
Figure 348
in the Save As
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Practice 3f
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
in the
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
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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
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.
Figure 353
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337
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
Figure 355
19. In the Modeling Ribbon, in the Polygons panel, press and hold
<Shift> and click
, 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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339
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
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
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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341
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).
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
Figure 364
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343
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
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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345
Figure 369
Figure 370
Figure 371
Figure 372
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347
Figure 373
Figure 374
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).
349
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
Figure 378
Figure 379
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351
Figure 380
352
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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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353
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?
354
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