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Searching for content in the scene For More Information: www. Offline documentation can be downloaded via an installer from the usa. Quick start: Jump into making models This quick start guide is a set of steps to go from a blank viewport to having a simple model you can edit at the Sub-Object level meaning you can access the component parts it is made of and change the object directly , and access the Editable Poly tools. These steps establish a geometric object you can extend upon polygon by polygon: 1. In the menu bar at the top of the screen, go to the Create menu and choose Standard Primitives Box. Notice that the Create tab in the Command Panel on the right of the screen exposes the parameters for creating a new Box under Geometry Standard Primitives. In the Create tab parameters, you can also specify to set the Length, Width, and Height values, and also Segments to divide the box up in more detail.
In most cases the modeling of books is helpful when you need one or a few books to place around. You can also use those same 3D books to populate a big book shelf or a full on library. For something like this you generally need to have a 3D model ready. It can be something that you made in the past or maybe even bought or downloaded from a 3D store. In the two videos below you can see the whole process.
Detailed Explanation In the first video we will start from scratch and create our book. We will create the base in low poly which will allow us to make quick tweaks to the shape and size of our book.
As an added bonus the unwrapping of the texture will be much simpler and easier to do. A preference you may want to set while in the Quads tab of the Customize User Interface dialog is to turn off Show All Quads option, via its tickbox.
What this does is it only displays the part of the quad box that you highlight with the mouse. It uses less screen space as only a quarter of the menu is seen at one time. Note that there are contextual Quad menus depending on what mode you are working in, and you can edit these by expanding the rollout that shows Default Viewport Quad. Also, you will notice there are hotkeys to filter the Quad menu. This is quicker than moving the cursor up to the Snap icon to right-click and access the Grid and Snap Settings menu.
The hotkey for entering Snap mode is S and it uses whatever settings you most recently set. Snaps are used for precision modeling, and snapping functionality is discussed further in Chapter 5, The Language of Machines: Designing and Building Model Components. Making changes to the view layout The most obvious way to change the viewports is to resize the default 4 x 4 panels by dragging their inner frame border.
There are more controls for the view arrangement. Click this tab and notice the two rows of preset panel layouts. Click on any of them, and then click on the large panels that are labeled with the current setting. A list will appear with the available options you can set. This method is the only way to swap out a Track View option that has been set in a viewport, so keep it in mind if you do any animation. Some of its navigation tools go way back to the early days, and over time some replacement navigation tools have been added.
If you are used to an old navigation method, then a new one sometimes doesn't appear to add any advantage, whereas to a new user or a user familiar with other applications using the same method , it can seem obvious to use the newer tool.
We're going to evaluate all the methods to navigate the views, and you can decide for yourself which you prefer. Remember that if you use more than one 3D application, then it is always a good practice to use the same method in both cases, especially for scene navigation. Unfortunately, few applications share common UI defaults. You will notice that the Orthographic views pan is less jumpy than the Perspective view.
The quickest way to access Orbit mode is to hold Alt and drag the middle mouse button. All the main navigation modes make use of the middle mouse button. There are, however, other ways to orbit.
Their functions will be discussed as we go through this chapter. Open the. You will see an assembly of un-textured models that form an industrial platform.
We'll practice zooming around these, as having objects in the scene gives a more visceral feeling to the views than an empty scene does.
In the bottom-right corner of the UI there is a panel of viewport control buttons. In the following screenshot, these buttons are shown on the left for the Perspective view and are shown on the right for the Orthographic views basically the same except for Region Zoom shown by default in Orthographic as FOV doesn't work in Orthographic views.
Zoom mode, if chosen here with the magnifying glass icon , permits a very smooth forward and backward motion of the virtual camera. You can also zoom if you scroll the mouse wheel, but that is an incremental zoom. This somewhat clunky key combo can be changed to suit in the Customize Customize UI Interface dialog in the Mouse tab in the settings under Category Navigation. This has several tabs at the top.
Click on the one called Mouse. The default zoom uses the center of the active view.
The zoom options just mentioned use the cursor location in the view. Checking these two options lets you zoom into objects under the cursor more easily, without having to pan.
Below this is a numerical input field for Wheel Zoom Increment.
The lowest number it accepts is 0. Enter 0. This scene has been scaled so that this value works well. In larger scenes, you may find the increment doesn't work so well. The thing to do is try out values until you're happy. Notice as you zoom now with the mouse wheel in the Orthographic views top, front, and left that zoom has a different feel than scrolling in the Perspective view, which seems faster.
To reframe a view, if you are lost, it helps to select an object or polygon and press Zoom Extents Selected, discussed next. When you are spinning around an object, it frames the selection in the current view. The default for the flyout with the icon is Zoom Extents, which frames the whole scene, but I find that Zoom Extents Selected is much more useful because it lets us locate items we've selected by name. Select By Name H is a command that lets you choose objects from a pop-up list.
You can also use the legacy Orbit command via its icon in the view controls panel. If you drag outside the circle, the cursor changes to indicate you'll tilt the view. The Orbit icon we mentioned, , actually has three settings.
I find that almost always I use just one, but it isn't the default. If you click-and-hold the flyout icon, it reveals three options. Any icon in 3ds Max with a black triangle in the bottom-right corner has the same flyout options, a convention also seen in many other applications. The following screenshot shows the flyout buttons: The uppermost option is Orbit Scene, the middle option is Orbit Selected, and the lowest option is Orbit SubObject.
The last option works well when you are editing some small part of an object and want to orbit around that part, but it also works fine at any level of selection.
Usually I set 3ds Max to use this and leave it that way. It is debatable how many people really use this tool, but for new users it is certainly a good way for learning how 3D space works.
Power users will probably turn it off to save memory. Of course, it is possible many people love it. There are four components in the ViewCube. The first is the Home button, which lets you store and return to a bookmarked view that you have set by right-clicking on the Home button. The second component of the ViewCube is the cube itself. You can click on its faces, on its edges, and on its corners.
The third component is the Tumble tool that appears if you are viewing the face of the cube, which rolls the camera 90 degrees at a time when clicked. The fourth component is the Axial Orbit tool shaped like a circular compass under the cube, which lets you spin the scene. It only allows one degree of freedom, unlike Orbit mode.
If you like the ViewCube but don't like the compass under it, you can turn the Compass display off in its configuration. Making adjustments to the ViewCube display The following steps walk you through the use of the ViewCube in order to familiarize yourself with its settings, so you can decide which to opt for. There is a checkbox labeled Show the ViewCube, which you can turn off if you don't like the ViewCube. If you do like it, but want to work a little more efficiently, click the radio button Only in Active View.
You can only use the ViewCube in the view you are currently in, so it saves a little memory to not have four of them spinning around at once. The left-hand side example is set to tiny, which is usable but problematic because the labels aren't visible, and the normal size is on the right. The large size is simply massive, and this is a case where small is probably better. No doubt the default size is too distracting to trouble with.
You can also adjust how visible it is using Inactive Opacity in the same section. In the viewport configuration options for the ViewCube, it is definitely a good idea to check the Snap to Closest View checkbox, to help keep the regular viewing angles lined up.
Clicking Fit-to-View on View Change means that whenever you change the camera using the ViewCube, you'll be zooming to the scene extents, which is probably not desirable unless you are editing only one model. It definitely speeds up your work flow if you turn off Use Animated Transitions options when Switching Views. The transition is snappy, and you won't waste time waiting for the camera to animate through its turn. Having the Keep Scene Upright checkbox checked is a good idea, just for stability in the view.
Navigation with the Steering Wheel The Steering Wheel is an interesting but slightly twitchy tool introduced to 3ds Max in an attempt to provide game-like navigation, where you can fly or drive through the scene.
New users, who will get used to this tool, will probably get a lot out of it, but users already familiar with the classic navigation methods already discussed will probably avoid it.
Strangely, I like it when I remember to use it, but that is only in cases when I have to explain how viewport navigation can work. Still, there are a few features that are outstanding when using the Steering Wheel, in particular the Rewind and Walk tools. The reason is the hotkey is set in the context of the Steering Wheel group, not the main UI group. The reliable way to activate the Steering Wheel is to go to the Views menu and choose Steering Wheels Toggle Steering Wheel or choose one of the different modes it offers there.
It is also possible to assign Toggle Steering Wheel as an entry in the Quads menu for speedy access. We'll use this scene to drive around using the Steering Wheel to compare how it feels in comparison to the regular navigation tools. For a scene like this, which is surrounded on four sides by walls, the Steering Wheel actually responds very nicely.
The slight lag in getting it started is the only drawback. There are four types of steering wheels. The default is the Full Navigation Wheel. The others are streamlined derivations of it. All of these can be accessed from the down arrow icon on the lower corner of the Steering Wheel, shown in the following screenshot: [ 29 ] For More Information: www.
Try looking around the scene, and notice how it differs from the Orbit command, which turns around a pivot. After you have looked around, try using the Rewind command.
This will present you with a filmstrip of prior views that you can slide along to choose among them. The following screenshot shows the Look control highlighted. Each section of the wheel will be highlighted green, and then when you drag the cursor, the camera will act accordingly. A tool tip appears underneath the Look Tool label, and a cursor replaces the wheel when it's being used.
This can be moved by pressing Orbit while holding Ctrl. Once you have moved the cursor where you want the pivot to be, as shown in the following screenshot, releasing it will allow you to orbit around the new pivot.
This can be changed. Press F3 in the Perspective view. The view changes to Wireframe. Press it again; the view changes back to Shaded mode. In Shaded mode, press F4 to turn on and off Edged Faces.
This is a technology update that allows faster shadow computation; therefore, faster view spinning, better texture resolution, and better lighting. By default, views are lit using virtual, hidden lights you can't edit. Once you add your own lights and in this scene there is a Daylight System , you can set the view to render those, which helps you design shadow casting and so on.
Look on the right-hand side to the Lighting and Shadows section. For the Illuminate with option, click on the Scene Lights radio button. Turning off Highlights will prevent glare from glossy surfaces, so you can always see the edged faces on a surface. Sometimes it is nice to model with a glossy surface to help view the form changes, but often it means you'll not be able to tell what you are doing as the highlight eclipses the mesh wireframe.
You can raise or lower the Lighting and Shadows Quality, where lower values calculate faster often without an apparent drop in visual quality. Model display Neutral, consistent colors tend to be the easiest to look at when viewing un-textured models. By default, 3ds Max applies random colors to each new model.
The shaded surface and wireframe share this color. Sometimes, the viewport lighting causes surface shine to obscure some of the mesh edges, as shown in the following screenshot on the left-hand side: In this section, we'll change this so all models get the same wireframe color and have a neutral gray material, as shown on the right-hand side in the preceding screenshot: 1.
Open the Material Editor M. In 3ds Max , you should see a version of the Material Editor called Slate. The legacy Compact Material Editor is still available, but for now Slate will do fine. This assumes you have iRay set as your renderer, which is also the installation default.
If not, you can set a Standard Material instead.
The Autodesk Generic Material defaults to a dark gray color, which is possibly a bit heavy. To change this, double-click on the Material node and notice that on the right the Default Generic properties display.
Click on OK. Materials that are assigned to a selected object are displayed in the Material Editor with white corners around the sample preview, as shown in the following screenshot: 4.
In 3ds Max , dotted white edges appear around a node that is showing its parameters in the Parameter Editor panel on the right-hand of the Material Editor. At the top of the Material properties panel, you can name this material Model in the text field. Although this material is a neutral gray, it doesn't affect the wireframe displayed; it can if you access the Display tab of Command Panel and choose Display Color Wireframe Material Color.
A better way to display the model, however, is to have the surface shaded with the Material color and the Wireframe set to the Object Color. Modeling the Character Robot Using Zbrush. Modeling the House. Portfolio and Interview. Creating the Initial Cover Image. Author s Bio Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft.
In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training.