Gayashri Bandara
Tuesday, September 2, 2014
Friday, August 29, 2014
Assignments
Tip 001
Use Box model from the Standard primitive list. Clone option to take copy and finally Group it
Tip 002
Use Clone option and Rotate tool with Box primitive to model this.
Tip 003
Use Chamfer box Extended primitive with clone option
Tip 004
Model the table with Chamfer box Extended primitive.Use Bend modifier from the modify list to curve the back rest of the chair
Tip 005
Use Chamfer box primitive with Relax and Bend modifiers to design the upper part of the chair.Model the Wheels from chamfer Cylinder and chamfer box, then
You will need Hierarchy panel to design the lower part of the chair.
Tip 006
Create two cylinder with same value of radios. Increase height value one of them and apply the Taper and Lattice modifiers. Fit the second cylinder in to the first one.
Tip 007
Use box primitive to model this with Taper modifier.
Tip 008
Create the cigarette from two cylinders, use Edit poly modifier with Face Extrude modifier to model the ash tray.
Tip 009
Create the table from chamfer Box. In the computer chair use Hose primitive to link the back rest.Tip 010
To design the three handles apply Taper modifier in to cylinder with different values.
Use Twist and Edit poly modifiers to design the rest of the parts.
Tip 011
Here apply Taper modify in to the Cylinder, convert model in to Edit Poly and decrease the upper cap face value of the vine barrel.
Tip 012
Use the Box primitive and Sphere primitive to model this park bench.To model the side supporters of the bench apply Edit poly modifier in to the Box and create the perfect shape with vertex mode.
Tip 013
Apply Edit poly modifier in to box and use extrude option. To design the stand apply bevel option in to selected face.
Tip 014
Can we model this? Yes why not..Apply Twist, Lattice and Edit poly modifiers in to Box primitives. Try to model the main buildings.
Tip 015
Use Array tool to make different type of patterns in 3Ds Max.
Tip 016
Use Line tool to create the basic shape and apply the Lathe Modifier. Again use line tool to create the handle and attach it.
Tip 017
Try to model the tea set with using above theory and additionally use Teapot model in the Primitive list
Tip 018
Use Line tool to model both steel frame and canvas of this chair. (line - radial face)
Tip 019
Create the spaces for glasses from pro-Boolean option in Compound objects.Convert the model in to Editable poly and apply Bevel modifier to necessary faces.
Use Vertex editing option for smooth editing.
Tip 020
You will help Line tool, Lathe modifier and Pro-Boolean option to model this.
Tip 021
Convert in to Editable poly and work with Extrude option.To get the perfect shape use vertex editing.
Tip 022
Apply the Extrusion step by step as given in above image, in to single box. Finally apply the Turbo Smooth modifier in to entire model.
Tip 023
Try to create above three models with Loft command included in Compound object.Draw shown 2D shapes and assign them in to different location of the path.
Tip 024
Use the Pro Boolean command to model the Revolver Cylinder and peace of cheese.Use the Loft command to model the pencil and rood.
You can create the mountain from Terrain command under compound object list.
Tip 025
Create this interior design with suitable primitives and shapes. apply the materials as it is.
Tip 026
Model this house with line command. You will need Lathe modifier and pro Boolean command.
Tip 027
Model this house and apply the suitable materials, Lighting and cameras.
Tip 028
Use Line tool and Lathe modifier to design this building :-)
3Ds Max Modifiers
Modifiers
can be used in a number of different ways to reshape objects, apply
material
mappings, deform an object’s surface, and perform many other actions.
Many
different types of modifiers exist
Applying modifiers
An
object can have several modifiers applied to it. Modifiers can be applied using
the Modifiers menu or by selecting
the modifier from the Modifier List drop-down list located at the top of the
Modify panel directly under
the object name. Selecting a modifier in the Modifiers menu or from the
Modifier List applies the modifier
to the current selected object. Modifiers can be applied to multiple objects if
several objects are selected.
Affect
Region
The Affect Region modifier is a 3D Studio Max
surface modelling tool, primarily used with vertex sub-object selections while
surface modeling. With Affect Region, transforming a selection of vertices can
also transform vertices in the region that surrounds the selection. This can
help you form a bubble or indentation in the surface of an object
Bend
The Bend modifier lets you bend the current
selection up to 360 degrees about a single axis, producing a uniform bend in an
object's geometry. You can control the angle and direction of the bend on any
of three axes. You can also limit the bend to a section of the geometry
Bevel
The Bevel modifier extrudes shapes into 3D objects
and applies a flat or round bevel to the edges. A common use for this modifier
is to create 3D text and logos, but you can apply it to any shape. Bevel takes
a shape as the base of a 3D object. You then extrude the shape up to four
levels and assign an outline amount for each level
Chamfer
The Fillet/Chamfer modifier lets you fillet or
chamfer the corners between linear segments of Shape objects. Fillet rounds corners where segments meet, adding new control vertices
Extrude
The Extrude modifier adds depth to a shape and makes
it a parametric object.
FFD Box
Free-form deformations (FFDs) provide a method of
deforming an object by adjusting the control points of a lattice. The offset
position of the control points to the original lattice source volume causes the
distortion of the affected object. The FFD(Box) space warp is a box-shaped
lattice FFD object similar to the original FFD modifiers. This FFD is available
as both an object modifier and a space warp.
Lattice
The Lattice modifier converts the segments or edges
of a shape or object into cylindrical struts with optional joint polyhedra at
the vertices. Use this either to create renderable structural geometry based on
the mesh topology, or as an alternate method to achieve a rendered wireframe
effect
Hair
And Fur
In Max, hair doesn’t exist as geometry, but is
applied to scene objects as a separate modifier. This level of separation keeps
the hair solution independent of the geometry and makes removing or turning off
the hair solution as needed easy. It also keeps the viewport display from
bogging down. The Hair and Fur modifier is a World-Space Modifier (WSM),
meaning that it is applied using the World Space coordinates instead of local
ones
Melt
The Melt modifier lets you apply a realistic melting
effect to all types of objects, including editable patches and NURBS objects,
as well as to sub-object selections passed up the stack. Options include
sagging of edges, spreading while melting, and a customizable set of substances
ranging from a firm plastic surface to a jelly type that collapses in on itself
Mirror
The Mirror modifier provides a parametric method of
mirroring an object or a sub-object selection. You can apply the Mirror
modifier to any type of geometry, and you can animate the mirror effect by
animating the modifier's gizmo
Noise
The Noise modifier modulates the position of an
object's vertices along any combination of three axes. This important animation
tool simulates random variations in an object's shape
Path
deformers
The PathDeform modifier deforms an object using a
spline or NURBS curve as a path. You can move and stretch the object along the
path, and rotate and twist it about the path. There's also a world-space
modifier version
Edit
poly
A modifier that changes a mesh into a raw polygon
object that can be edited at a vertex, face or edge (sub-object) level
using tools contained within the edit poly menus.Useful for editing sub-object
levels while preserving the modifier stack
Relax
The Relax modifier changes the apparent surface
tension in a mesh by moving vertices closer to, or away from, their neighbors.
The typical result is that the object gets smoother and a little smaller as the
vertices move toward an averaged center point. You can see the most pronounced
effects on objects with sharp corners and edges
Ripple
The Ripple modifier produces a concentric rippling effect in an object's geometry. You can use either of two different ripple effects or a combination of both. Ripple uses a standard gizmo and center, which you can transform to increase the number of ripple variations
Shell
The Shell modifier “solidifies” or gives thickness
to an object by adding an extra set of faces facing the opposite direction of
existing faces, plus edges connecting the inner and outer surfaces wherever
faces are missing in the original object. You can specify offset distances for
the inner and outer surfaces, characteristics for edges, material IDs, and
mapping types for the edges
Skew
The Skew modifier lets you produce a uniform offset
in an object's geometry. You can control the amount and direction of the skew
on any of three axes. You can also limit the skew to a section of the geometry
Slice
The Slice modifier lets you create a cutting plane
that slices through a mesh, creating new vertices, edges and faces based on the
location of the slice plane gizmo. The vertices can either refine or split the
mesh according to the selected options.
Spherify
The Spherify modifier distorts an object into a
spherical shape. This modifier has only one parameter
Squeeze
The Squeeze modifier lets you apply a squeezing
effect to objects, in which the vertices closest to the object's pivot pointmove
inward. The squeeze is applied around the Squeeze gizmo's local Z axis. You can
also use Squeeze to create a bulge on the vertical axis, to accentuate the
squeeze effect
Stretch
The Stretch modifier simulates the traditional
animation effect of "squash-and-stretch." Stretch applies a scale
effect along a specified stretch axis and an opposite scale along the two
remaining minor axes
Symmetry
The
Symmetry modifier is unique in that it allows you to perform three common
modeling tasks:
Automatically
weld vertices along a common seam
Taper
The Taper modifier produces a tapered contour by
scaling both ends of an object's geometry; one end is scaled up, and the other
is scaled down. You can control the amount and curve of the taper on two sets
of axes. You can also limit the taper to a section of the geometry
TurboSmooth
TurboSmooth Pro is a modifier plugin for 3ds Max
which produces nice smooth semi-sharp creases on your models, unlike the ugly
creases that the standard TurboSmooth produces. It also give you the ability to
have linear UVs which in some cases can help in the texturing pipeline
Twist
The Twist modifier produces a twirling effect (like
wringing out a wet rag) in an object's geometry. You can control the angle of
the twist on any of three axes, and set a bias that compresses the twist effect
relative to the pivot point. You can also limit the twist to a section of the
geometry
Wave
The Wave modifier produces a wave effect in an
object's geometry. You can use either of two waves, or combine them. Wave uses
a standard gizmo and center, which you can transform to increase the possible
wave effects
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