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