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8/8/2019 Exercicio de Introducing 3ds Max 9- 3D for Beginners
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There are plenty of reference photos, and you will access them throughout this exercise
to help build different parts of the chest. You may want to flip through the following pages
to see the various photos to get a better idea what you will be modeling.
Of course, if this were your chest of drawers, you could have captured tons of pictures
already, right?
Figure 4.42
Modeling this chest
of drawers
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Ready, Set, Model!
Create a Project called Dresser, or copy the Dresser project from the companion CD directly
to your hard drive. Its never a good idea to work from a CD. To learn how to create a new
project, see Chapter 2, Your First 3ds Max Animation.
Top of the Dresser
To begin the chest of drawers model, follow these steps:
1. Begin with a new scene (choose File New, and click New All in the pop-up window).
Select the Perspective viewport and enable Edged Faces mode in the view (right-click
the viewport name and toggle on Edged Faces from the menu). Go to the Create
panel. In the Geometry heading, click Box. You are going to create a box using the
Keyboard Entry rollout seen here.
2. Using the Keyboard Entry rollouts allows you to specify the exact size and location to
create an object in your scene. Leave theX
,Y
, andZ
values at 0, but enter these values:Length of15, Width of30, and Height of40. Click Create to create a box aligned in
the center of the scene with the specified dimensions.
3. With the box still selected, go to the Modify panel. You can see the boxs parameters
here. You will need to add more height segments, so change the Height Segs parame-
ter to 6. Your box should look like the box in Figure 4.43.
4. Convert the box to an Editable Poly by selecting the box and choosing Modifiers
Mesh Editing Edit Poly. As seen in Figure 4.44, you can always go through the
Modifier Stack to convert the box to the Editable Poly instead of using the menus.
Figure 4.43The box from
a beautiful ch
drawers will e
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5. Press 4 on your keyboard to take you to the Polygon sub-object mode. Now select the
polygon on the top of the box. As you can see in the viewport, the polygon is shaded
red when its selected.
6. Now go to the Edit Polygons rollout in the Modify Panel and select the Settings but-
ton next to Bevel. We are going to bevel several times to create the lip on the crown ofthe dresser seen in Figure 4.45.
7. Enter the following parameters: Height: 0.5 and Outline Amount: 1.3. Keep the Bevel
Type set to Group as shown. Bevel Type will be explained in the Hand Modeling exer-
cise in the next section. For now, just know that when you bevel only one poly, the
Bevel Type is irrelevant; it is only for multiple polygons.
Click the Apply button (notthe OK button), and Max
will apply the specified settings without closing the
window to give you results that should be similar to
Figure 4.46.
8. After the first Bevel is applied, add more bevels to round out the crown. In the still
open Bevel Polygons window, input these parameters: Height: 0.1 and Outline Amount:
0.06. Click Apply (you want to keep the Bevel window open because youll need to
bevel several times). This will bevel a very slight bit up, as seen in Figure 4.47.
9. For the third bevel, input the following values: Height: 0.1 and Outline Amount: 0.03.
Click Apply. Next, input these values: Height:0.1 and Outline Amount: 0. Click
Apply. This creates a slight curve in the crown. Again enter new values: Height: 0.3
and Outline Amount: 0. Click Apply. For the sixth bevel, change the values: Height:
0.1
and Outline Amount:0.06
. Click Apply. Finally, enter these values: Height:0.1
and Outline Amount: 0.08. Click OK. Your dressers top should resemble Figure
4.48 and Figure 4.49.
Figure 4.45
The lip of the dresser
140 chapter 4: Modeling in 3ds Max: Part I
Figure 4.44
The lip of the dresser
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Figure 4.47
The second be
hardly noticea
Figure 4.46
The first beve
the crown of t
dresser
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Figure 4.49
The dresser top is
ready.
Figure 4.48
The crown lip of the
dressers top
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These bevel amounts are not necessarily set in stone. You can play around with the set-
tings to get as close to the image as you can or to add your own design flair. You can load
the Dresser01.max scene file from the Scenes folder in the Dresser project on the compan-
ion CD.
Bottom of the Dresser
Now it is time for the bottom of the dresser. This dresser doesnt have legs, but it has a
nice detail at the bottom nonetheless, as you can see in Figures 4.50 and 4.51. To create
this detail, you need to extrude a segment.
1. You should already be in Poly Sub-Object mode if you are continuing with your own
file, so select the poly on the bottom of the dresser as seen here.
2. Go to the Edit Poly rollout, select the Extrude Settings
button, change the Extrusion Height to 2.5, and click
OK. This will extrude a polygon out from the bottom
of the dresser, essentially adding a segment to the boxas seen in Figure 4.52.
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Figure 4.51
A straight view of
the dressers bottom
corner
Figure 4.50
An angle view of the
dressers bottom
corner
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3. The polygon will still be selected, so select the Inset button, change the Inset Amount
to 0.6, and click OK. This creates an inset poly, as seen here.
4. The poly is still selected, so select the Extrude Settings button, enter an Extrusion
Height of2.0, and click OK. Figure 4.53 shows how the bottom of the dresser has
moved up into itself slightly.
Figure 4.52
Extrude the b
of the dresser
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Figure 4.54
A mock-up of how
the bottom lip needs
to be cut
Figure 4.53
The dressers
bottom lip
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To create the detail to the bottom, you need to add more segments in the newly extruded
polygons. Figure 4.54 shows a mock-up of how the bottom lip should be cut. To do this,
you will use the Slice tool. The Slice tool works only when the polygons are selected. You
will start by slicing into the extruded polygons on the front and back of the bottom lip.
1. Select allthe polygons that make up the front and back lip of the bottom.Make sureyou select the front, back, and bottom of the front and back lip as shown in the following
graphic. The selections are marked darker in the graphic. It is also a good idea to lock
your selection. The Lock icon appears at the bottom of the interface. When that
icon is highlighted yellow, whatever you have selected will be locked and will not be
deselected until you disable the Selection Lock.
2. When all the necessary polygons are selected, go to the Edit Geometry rollout and
click the Slice Plane tool. When you select the Slice Plane tool, a yellow wire box willsurround the selected polygons; this is the Slice Plane gizmo. Position/rotate the
gizmo where you want to slice your polygon, as shown in Figure 4.55.
The keyboard shortcut for the Selection Lock toggle is the spacebar.
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3. Until now, when you selected a polygon, it turned solid red in the viewport. You can
change it to display as outline when a polygon is selected, and not as solid red. You will
need to do this so you can see the new edges you are creating. To turn off Shaded Edge
mode, press F2. Your selected polygons will now show red only around the edges.
4. With the Slice Plane tool still active, right-click in the viewport to bring up the Quadmenu. Go to the Transform menu and select Rotate. Figure 4.56 shows this shortcut
for the Transform tools.
Figure 4.56Rotate the Slice
Plane gizmo
Figure 4.55
The Slice Plane
gizmo
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5. You need to rotate the Slice Plane gizmo 90-degrees along the Y-axis. Center the cur-
sor over the Transform gizmos Y-axis (green wire), and click/drag until the Trans-
form Type-in box at the bottom of the interface reads 90 in the Y-box, or you can
enter the rotation amount for Yand press Enter. As you rotate, you will see the slice
interactively displayed as a red line on the selected polygons.
6. Use the Move tool (W) to position the Slice Plane gizmo, where you want the first
slice. The movement will be along the X-axis or horizontal along the box. When the
Slice Plane gizmo is positioned as shown in Figure 4.57, go to the Edit Geometry roll-
out and click Slice. Dont click Slice Plane because that will deactivate only the Slice
Plane tool. You must click the Slice button because it is like clicking an Apply button
for the Slice Plane tool. Once you click Slice, the polygon will have a new segment at
that location. The Slice Plane tool should still be active.
7. You need four slices at each end of the dresser bottom, as shown in Figure 4.58.
Keep in mind that the polygons are selected on the front and back so that the Slice
Plane tool will slice only polygons that are selected within the gizmo. Click the
Slice Plane button to deactivate the tool when you have placed four vertical slices
in all four corners of the front and back bottom lips of the dresser, as shown in
Figure 4.58.
Figure 4.57
Place a slice in
corner for the
the dresser.
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8. Press the spacebar to unlock your selection. You are going to use a combination of mov-
ing edges and polygons to create the detail on the bottom of the dresser. Simply select
the relevant polygons, and use the Move tool to place them as shown in Figure 4.59.
Dont worry if your adjustments dont have a perfectly smooth curve. Unless the cam-
era is right on top of the detail, it will look good from a distance. A perfect curve is not
necessary, especially for our purposes.
You can use the same techniques in the Steps 1 through 8 to create detail in the side
bottom lip of the dresser, as shown in Figure 4.60. Make sure you save your work.
Figure 4.58
Place four vertical
slices at each corner.
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Figure 4.60
Use the same
to create the d
on the sides o
bottom.
Figure 4.59
Move polygon
create detail i
dresser feet.
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Making the Drawers
In the beginning of this exercise, you created a box with six segments on its height. You
can use those segments to create the drawers. This is an example of thinking ahead and
planning your model before you start an object. This was by far the easiest way to go;
using the Slice Plane tool to add segments for the drawers after the box was made wouldhave been more laborious.
For simplicitys sake, you will not create drawers that can open and shut in this exer-
cise. If this dresser were to be used in an animation in which the drawers would be
opened, you would make them differently.
First, take a look at the drawers and see where you have to go. Figure 4.61 shows the
drawers and an important detail we need to consider. Luckily, you neednt worry about
the junk on top of the dresser.
Gap Between Drawers and Dresser
Figure 4.61
Checking out the
real dresser drawers
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To model the drawers, begin with these steps:
1. Create a small gap around the edge of the box. This gap will represent the space
between the drawer and the main body of the dresser (Figure 4.61). Go to Polygon
mode (press 4), and select the six polygons on the front of the box that represent the
drawers. Remember to hold the Ctrl key while selecting the additional polygons; thiswill allow you to make multiple polygon selections.
2. Go to the Edit Polygons rollout in the Modify panel,
and click the Inset Settings button. Set the Inset Amount
to 0.6 and keep the Inset Type to Group, as shown
here. Click OK. Figure 4.62 shows the result of the
Inset operation.
You can load the Dresser02.max scene file from the Scenes folder in the Dresser project
on the companion CD to check your work or to begin the next series of steps.
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3. Keep those newly inset polygons selected, and go back to the Edit Polygons rollout to
select the Extrude Settings button. Change the Extrusion Height to 0.5, keep Extrusion
Type set to Group, and press OK. The faces will now extrude inward a little bit, as
shown here.
Figure 4.62
The Inset creates the
detail needed to
make the drawers.
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4. In the original reference picture (Figure 4.42), the top drawer of the dresser is split
into two, so you need to slice that top drawer polygon vertically to create two drawers.
Make sure the selected polygons are displayed with the red outlines instead of the
solid red color (toggle with F2). Switch your viewport to a Front view.
5. Select the polygon that represents the top drawer, as shown in Figure 4.63. Select theSlice Plane button in the Edit Geometry rollout. Rotate and move the Slice Plane
gizmo so that it is vertical and centered on the polygon as shown here, and click Slice.
Click the Slice Plane button to release the tool.
6. The polygons are still selected after the Slice operation, so go back to the Edit Poly-
gons rollout and click the Inset Settings button. Set the Inset Amount to 0.25. This
time we are going to change the Inset Type from Group to By Polygon, as shown
below. This setting insets each polygon individually,
instead of it taking place across multiple, contiguous
polygons as does the Group option. Click OK to run
the Inset operation. Your polygons should resemblethe ones in Figure 4.64.
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Figure 4.64
The drawers are
inset separately.
Figure 4.63
Select the top
drawer polygon.
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7. Perform the same inset operation on the remaining drawer polygons on the front of
the box (as shown): Set the Inset Amount to .25, set the Inset Type to By Polygon.
This will inset the five lower wide drawers.
8. Select all of the drawer polygons. Go to the Edit Polygons rollout and click the Extrude
Settings button. Set the Extrude Amount to 0.7. You dont need it to extrude very
much; you just want the drawers to extrude a bit more than the body of the dresser.
modeling a chest of drawers