With
this tutorial I just want to show you, how the basic 3D Modelling works. For this
I use the great programme 3ds Max 4.2, but this tutorial may work with other releases
of max, too!
I
start with the Main Layout of Max, well, hope it helps you. :)
1. Window Options
These
are the main four windows we will work with. I don’t think i have to explain
the windows “Top”, “Front”, and “Left”, this
is simply the side you see your Model from! (this is in 2D). In the “Perspective”
View you see the 3D Model.
If
we now rightclick on the text (Top;Front;Left;Perspective), a list pops up:
The
first 3 Lines (Smooth + Highlights; Wireframe; Other) are used to set how the
objects are shown. If you use Smooth + Highlights, you see the Model with skin.
If you choose Wireframe, you'll just see a wiremodel of your objects! (That safes
performance). At “other” you’ll find some other View options.
Show
Grid means, that the 3D Grid is displayed (for example: In “Perspective”
View in the picture 1 it is turned off).
With
„Show Background“ you can display a background in one, or all, or
whatever windows.
Sorry,
but I don’t really know what „Show Safe Frame“ means, but it
isn’t really important. (Note by 3D Total team: "Show Safe Frame"
shows a set of frames - "Safe Areas". It basicly tells you to keep important
elements inside the rectangles to avoid loosing them out of focus due to video
overscan when the image is output to a TV.)
With
Viewport Clipping you can set the distance of View, that means, how far you can
see!
Texture
Correction, sorry, the same as „Show Safe Frame“. (Note by 3D
Total team: "texture correction" should be turned on for instant feedback
when unwrapping the UVW coordinates using the UVW unwrap modifier.)
Disable
View shuts the Window down.
At
„Views“ you can choose other perspectives, like „Right“,
or “Camera” (If you have a camera placed in the scene).
With
„Undo View zoom Extends“ you can repair a wrong moving of the camera.
With
„Configure“ you can choose lots of other options.
2. The Toolbar
Now
I’ll explain the toolbar:
With
these arrows you can “undo”, or “redo” actions.
With
these you can link, and unlink Objects.
With
this you can apply “Spacewarps“ to objects.
This
arrow (if it’s pressed like here, it means that it’s choosed) means,
that you can select objects.
Here
you can choose the kind of selection, like selecting by drawing a grid.
Here
you can choose your objects from a list (very helpful when having many objects).
Here
you can 1.move 2.rotate 3.scale objects.
With
the left button you can manipulate objects (for example the diameter), with the
right you can change which pivot/pivots will be used for scaling and rotation.
Here
you can choose on what axis you can move your objects.
With
the first symbol you can mirror objects. With the second symbol you can clone
objects and line them up automatically. The 3rd symbol is used to align objects
(for example to the camera).
Here
you can open the Track View, where you can do lots of stuff with animations, and
everything that’s in the scene.
Here
you can watch your objects in a scheme.
TheMaterial
Editor gives you the possibility to work with textures.
Everything
that has to do with rendering your models.
3. Modelling Options
Now
I’ll explain, how you create and modify objects.
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First
of all I’ll explain the buttons to you. The upper line:
1. This arrow
means, that you can create objects.
2.
This bent shape means, that you can modify objects.
3.
These boxes mean that you can modify the hydraulics functions and focal points
here.
4.
This wheel means, that you can modify, or create animations here, but it’s
also possible to work with the track bar.
5.
Here you can choose, how the objects will be shown.
6.
Here you can use plugins and so on (like the polygon counter).
The
lower line: Create objects/effects:
1.
The sphere tells you, that you can create objects with “skin” here
(like boxes, or cylinders)
2.
Here you can draw simple splines.
3.
Here you can set lights.
4.
Here you can set cameras.
5.
Here you can use helpers.
6.
Here you can use Spacewarps.
7.
Here you can create different things, like a sun.
Modify
Objects:
Here
is only a modifier list, which I’ll explain later.
Focal
Points:
1.
With pivot you can set the pivot of an object.
2.
With IK you can modify the inverse kinematics settings of various bones and linked
hierarchies.
3.
Here you can block movements, for example you can make an object moving only on
the x axis, and block the other axis!
Animations:
I’m
always doing this with the track bar, it’s for animations.