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:
Mirror a mesh about an X, Y, or Z plane. Slice a mesh, removing parts if necessary.
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