|
Introduction to 3DS Max and Elementary Modelling
Required control knowledge and technique.
(C) Malard 2009
In this tutorial I will explain how to create meshes in general and teach how to manipulate them to what ever you want when it comes to creating accessories, furniture, scenes and clothing.
Background info
Since this is aimed at first time 3DS Max 7/8 users I will explain what we have with 3dsmax. We have two elements to mesh manipulation. 1 the entity and two the modifier. The entity is what is used to create the base mesh the starting point if you will of what you want to make. The modifier is what can help you manipulate the base mesh.
Creating simple 3D shapes / Entity systems
Since this is very easy to accomplish I wont use pictures or a detailed walkthrough.
1. Select create tab at the top of the list to the right of the screen (has an arrow with a flash at the tip)
2. By default it should have taken you to the standard primitives collection
3. You can now select a shape to create in the world space.
4. You can define the dimensions by numeric values or by dragging the mouse in the approximate area.
Spline systems
These are the very basis of creating a 2D shape. Next to the highlighted ball underneath the arrow with the flash is a button with a triangle circle and a square. select this button and you are given a group of spline types. The same creation operation used in creating the 3d shapes are applied to the spline creation except that you don't have any numerical inputs.
Gizmos
These are the standard position and orientation controls.
At the top you have three buttons with either:
1. Crossing Arrows - Allows you to move the mesh along x,y and z axis
2. Rotating Arrow - Allows you to orientate the mesh perpendicular to the x y and z axis
3. Box with white box inside allows you to scale the mesh uniformly or individually along the x, y and z axis
Boolean operations with two meshes
Sometimes we may want to shape a basic mesh with another mesh by either cutting out or adding or intersecting. this is done by another entity which create a new mesh from two.
1. In the same list with Standard primitives there is another category called Compound Objects. Select this
2. With two shapes defined in the world space select one shape you wish to adjust against the other.
3. Now select "Boolean" in the Compound Objects group. There is a section in the properties that defines what operation the Boolean object will perform.
| Union |
Adds both meshes together with no vertex crossing. |
| Intersection |
Does the opposite to union, leaves only the area which the two meshes cross each other |
| Subtraction (A-B , B-A) |
Will remove any crossing sections and the mesh from which ever mesh is defined as the remaining mesh |
4. Select the "Operand B" button and select the other mesh which crosses the other mesh. Then the Boolean operator will perform.
Modifier systems
There are many modifiers that are preloaded with 3DS Max 7/8 so I will not go through all of them.
1. Bend - bends the shape at its original origin.
2. Cloth - Applies real world physics to the defined shape. Allows you to create table cloths, clothing, curtains etc
3. Delete Mesh - does what it says LOL. I don't understand why it is needed really
4. Edit (Mesh/Normals/Polys) - These are use to manipulate the vertices, coplanar and planar faces, and the 3d mesh itself.
5. Face Extrude - can push out the faces of the mesh
6. HSDS - A useful tool to smoothen out those meshes which are a little low resolution. It is used in the clothing creation to smoothen the look of the clothing.
7. Optimize (typical Americans spell with z) and Multires - used to reduce the amounts of polygons used in extremely high poly count meshes. NOT suitable for Hair
8. Shell - Converts a one sided mesh into a 3 dimensional mesh
9. Skin/Physique - The most important modifier used in IMVU clothing and accessory production. You will almost certainly be using it every time you make a mesh.
10. Cap holes - joins up holes which are on one sided meshes.
11. Xform - Resets meshes xyz co-ordinates to world-space co-ordinates.
|