When the Slice Plane gizmo is positioned as shown in Figure 4.57, go to the Edit Geometry roll-out and click Slice.. You must click the Slice button because it is like clicking an Apply
Trang 13 Until now, when you selected a polygon, it turned solid red in the viewport You canchange it to display as outline when a polygon is selected, and not as solid red You willneed to do this so you can see the new edges you are creating To turn off Shaded Edgemode, press F2 Your selected polygons will now show red only around the edges.
4 With the Slice Plane tool still active, right-click in the viewport to bring up the Quadmenu Go to the Transform menu and select Rotate Figure 4.56 shows this shortcutfor the Transform tools
Trang 25 You need to rotate the Slice Plane gizmo 90-degrees along the Y-axis Center the
cur-sor over the Transform gizmo’s Y-axis (green wire), and click/drag until the
Trans-form Type-in box at the bottom of the interface reads 90 in the Y-box, or you can
enter the rotation amount for Y and press Enter As you rotate, you will see the slice
interactively displayed as a red line on the selected polygons
6 Use the Move tool (W) to position the Slice Plane gizmo, where you want the first
slice The movement will be along the X-axis or horizontal along the box When the
Slice Plane gizmo is positioned as shown in Figure 4.57, go to the Edit Geometry
roll-out and click Slice Don’t click Slice Plane because that will deactivate only the Slice
Plane tool You must click the Slice button because it is like clicking an Apply button
for the Slice Plane tool Once you click Slice, the polygon will have a new segment at
that location The Slice Plane tool should still be active
7 You need four slices at each end of the dresser bottom, as shown in Figure 4.58
Keep in mind that the polygons are selected on the front and back so that the Slice
Plane tool will slice only polygons that are selected within the gizmo Click the
Slice Plane button to deactivate the tool when you have placed four vertical slices
in all four corners of the front and back bottom lips of the dresser, as shown in
Figure 4.58
Figure 4.57
Place a slice in the corner for the foot of the dresser.
modeling a chest of drawers ■149
Trang 38 Press the spacebar to unlock your selection You are going to use a combination of ing edges and polygons to create the detail on the bottom of the dresser Simply selectthe relevant polygons, and use the Move tool to place them as shown in Figure 4.59.
mov-Don’t worry if your adjustments don’t have a perfectly smooth curve Unless the era is right on top of the detail, it will look good from a distance A perfect curve is notnecessary, especially for our purposes
cam-You can use the same techniques in the Steps 1 through 8 to create detail in the sidebottom lip of the dresser, as shown in Figure 4.60 Make sure you save your work
Figure 4.58
Place four vertical
slices at each corner.
Trang 4Figure 4.60
Use the same steps
to create the details
on the sides of the bottom.
Figure 4.59
Move polygons to create detail in the dresser feet.
modeling a chest of drawers ■151
Trang 5Making the Drawers
In the beginning of this exercise, you created a box with six segments on its height Youcan use those segments to create the drawers This is an example of thinking ahead andplanning your model before you start an object This was by far the easiest way to go;using the Slice Plane tool to add segments for the drawers after the box was made wouldhave been more laborious
For simplicity’s sake, you will not create drawers that can open and shut in this cise If this dresser were to be used in an animation in which the drawers would beopened, you would make them differently
exer-First, take a look at the drawers and see where you have to go Figure 4.61 shows thedrawers and an important detail we need to consider Luckily, you needn’t worry aboutthe junk on top of the dresser
Gap Between Drawers and Dresser Figure 4.61
Checking out the
real dresser drawers
Trang 6To model the drawers, begin with these steps:
1 Create a small gap around the edge of the box This gap will represent the space
between the drawer and the main body of the dresser (Figure 4.61) Go to Polygon
mode (press 4), and select the six polygons on the front of the box that represent the
drawers Remember to hold the Ctrl key while selecting the additional polygons; this
will allow you to make multiple polygon selections
2 Go to the Edit Polygons rollout in the Modify panel,
and click the Inset Settings button Set the Inset Amount
to 0.6 and keep the Inset Type to Group, as shown
here Click OK Figure 4.62 shows the result of the
Inset operation
You can load the Dresser02.maxscene file from the Scenes folder in the Dresser project
on the companion CD to check your work or to begin the next series of steps
modeling a chest of drawers ■153
Trang 73 Keep those newly inset polygons selected, and go back to the Edit Polygons rollout toselect the Extrude Settings button Change the Extrusion Height to –0.5, keep ExtrusionType set to Group, and press OK The faces will now extrude inward a little bit, asshown here.
Trang 84 In the original reference picture (Figure 4.42), the top drawer of the dresser is split
into two, so you need to slice that top drawer polygon vertically to create two drawers
Make sure the selected polygons are displayed with the red outlines instead of the
solid red color (toggle with F2) Switch your viewport to a Front view
5 Select the polygon that represents the top drawer, as shown in Figure 4.63 Select the
Slice Plane button in the Edit Geometry rollout Rotate and move the Slice Plane
gizmo so that it is vertical and centered on the polygon as shown here, and click Slice
Click the Slice Plane button to release the tool
6 The polygons are still selected after the Slice operation, so go back to the Edit
Poly-gons rollout and click the Inset Settings button Set the Inset Amount to 0.25 This
time we are going to change the Inset Type from Group to By Polygon, as shown
below This setting insets each polygon individually,
instead of it taking place across multiple, contiguous
polygons as does the Group option Click OK to run
the Inset operation Your polygons should resemble
the ones in Figure 4.64
modeling a chest of drawers ■155
Trang 107 Perform the same inset operation on the remaining drawer polygons on the front of
the box (as shown): Set the Inset Amount to 25, set the Inset Type to By Polygon
This will inset the five lower wide drawers
8 Select all of the “drawer” polygons Go to the Edit Polygons rollout and click the Extrude
Settings button Set the Extrude Amount to 0.7 You don’t need it to extrude very
much; you just want the drawers to extrude a bit more than the body of the dresser
modeling a chest of drawers ■157
Trang 11Go grab yourself a frosty beverage! The dresser is finished Go ahead and name thedresser You can even change the color of the dresser if you’d like Go to the Name and
Color Type-In (shown in Figure 4.65), and change the name of the object to
Dresser and pick a nice light color.
The finished dresser body should look like the dresser in Figure 4.66.Remember to save this version of your file You can also load the Dresser03.max
scene file from the Scenes folder in the Dresser project on the companion
CD to check your work or to skip to this part in the exercise
Creating the Knobs
Now that the body of the dresser is done, it’s time to add the final bit of detail to make thedresser complete: knobs We will use Splines and a few surface creation tools new to yourworkflow Goose bumps, anyone? Take a look at the reference for the knobs in Figure 4.67.You are going to create a profile of the knob and then rotate the profile around its axis to
form a surface This technique is known as Lathe, not to be mistaken for latte, which is a
whole different deal and not really covered in this book
Here’s a quick rundown of what a spline is: a spline is a group of vertices and ing segments that form a line or curve To create the knob profile, we are going to use theLine Spline, shaped in the outline of—you guessed it—a knob The Line tool allows you tocreate a free-form spline
Name the dresser
and pick a nice color.
Trang 12You can use your last file from the Dresser exercise, or you can load Dresser03.max
from the Scenes folder of the Dresser project on the companion CD To build the knobs,
follow these steps:
1 Make sure you are in the Left viewport, so you can see which side of the dresser the
drawers are on You are going to create a profile of half the knob, as shown in
Figure 4.68 Don’t worry about creating all the detail in the knob because detail
won’t be seen; a simple outline will be fine
2 Go to the Create panel and choose Shapes Click the Line button Use the current
default values in the Creation Method rollout, as shown here
3 In the Left viewport, click once to lay down a vertex for this line, starting at the
bot-tom of the intended profile for the knob This is the starting point for the curve When
you are creating a line, every click lays down the next vertex for the line In essence,
the vertex controls the position of a point of the line If you want to create a curve in
the line, click once and drag the mouse in any direction to give the vertex a curvature
of sorts This curve vertex creates a curve in that part of the line You will need to
fol-low the rough outline of a knob, so click and drag where there is curvature in the line
Once you have laid down your first vertex, continue to click and drag more vertices
for the line clockwise until you create the half-profile knob shape shown in Figure 4.68
Figure 4.69 shows the profile line with the vertices numbered according to their
Trang 134 Once you lay down your last vertex at the top, finish the spline by either right-clicking
to release the Line tool or clicking on the first vertex you created to close the spline.For this example, it really doesn’t matter which method you choose Either an open
or closed spline will work: however, a closed spline is shown in Figure 4.69 Drawingsplines entails a bit of a learning curve, so it might be helpful to delete the one you didfirst and try again for the practice Once you get something resembling the spline inFigure 4.69, you can edit it Don’t drive yourself crazy; just get the spline as close asyou can
5 With the spline selected, go to the Modify panel In the Modifier Stack window, youwill see the entry Line with a plus sign in a black box next to it denoting that it hasSub-Object modes Click the plus to expand the list of sub-objects, as shown here
Figure 4.69
The knob’s profile
line’s vertices are
numbered
accord-ing to the order
in which they were
Trang 14A L I N E ’ S V E R T E X T Y P E
When you center your cursor over a line’s vertex and right-click to bring up the shortcut
menu, you will have access to several vertex controls In that shortcut menu, under the menu
heading Tools1, you can choose a vertex type.
The vertex types are the following:
Smooth: A Smooth vertex creates a smooth continuous
curve The actual curvature at a smooth vertex depends
on the spacing of the adjacent vertices This is a justable vertex, meaning it has no handles with which you can control the curvature directly.
nonad-Corner: A Corner vertex is nonadjustable and that
cre-ates sharp corners.
Bezier: A Bezier vertex is a vertex that has locked
con-tinuous handles that create a smooth curve You can directly adjust the curvature at a Bezier vertex by manipulating its handles Adjusting a handle on one side of the vertex will also adjust the other side’s han- dle, as they are continuous.
Bezier Corner: A Bezier Corner vertex creates a sharp corner like the Corner vertex, but it
has discontinuous tangent handles with which you can control the curvature of the line
at that vertex The handle on one side of the vertex will not affect the handle on the other side.
In some ways, Line’s sub-objects are similar to the Editable Poly Sub-Object modes
However, when you are working with a spline, you are working with a 2D nonrendering
object A spline is made up of three sub-objects: a vertex, a segment, and a spline As you
know, a vertex is a point in space A segment is the line that connects two vertices The
Spline mode allows you to select and/or transform a single or multiple splines within a
spline object To continue with the project, follow with these steps:
6 Choose the vertex sub-object for the line Make sure you are still working in the Left
viewport When you’re working with 2D splines, it is always best to work in
Ortho-graphic view Use the Move tool to click on one of the vertices The vertex has a
Transform gizmo just like an object Use the Move tool to edit the shape to better fit
the outline of the knob Be sure to read the sidebar in this section titled “A Line’s
Vertex Type” to learn more about the types of vertices a line can have, and how it can
change the curvature of a line If needed, you can change the vertex type of your line’s
vertices to control the curvature
modeling a chest of drawers ■161
Trang 15To catch up to this point, you can load the Dresser04.maxfile from the Scenes folder ofthe Dresser project on the companion CD.
7 The profile line is ready to turn into a 3D object This is where the modifiers areused Get out of Sub-Object mode for your line Choose Modifiers ➔Patch/SplineEditing ➔Lathe (you could also go to the Modifier List and choose Lathe from thealphabetical list of modifiers) When you first put the Lathe modifier on yourspline, it won’t look anything like the knob (see Figure 4.70)—but don’t panic! You need to futz with the parameters to get it right (Figure 4.71) Basically, theobject is turned inside out
8 Go to Parameters rollout and under the Align Heading, click the Max button It’s aknob! Now, that is more like it You just had to change the alignment of the axis sothe lathe revolution would be correct
9 Rotate the Perspective view so you can see the top of the knob You should notice astrange artifact To correct this, check the Weld Core box under the Parameters roll-out for the lathe
That’s it! Check out Figure 4.72 for a look at the lathed knob By using Splines andLathe, you can create all sorts of surfaces for your models In the next section, you willresize the knob, position it, and copy it to fit on the drawers
If Step 8 does not work properly for you, try clicking the Min button instead of Max under the Align heading When you are creating a line, where you begin to create that line and in what order you place the vertices, clockwise or counter-clockwise, are both important This exam- ple drew the knob’s profile line in a clockwise direction.
Trang 16Copying the Knob
Now that you have a knob, you may need to adjust it and make it
the right size If you still want to futz with the knob, go back
down the stack to the line to edit your spline For example, you
may want to scale the knob a bit to better fit the drawer (refer to
the reference photo in Figure 4.67) Select the Scale tool, and click
and drag until the original line is about 40 percent smaller The
Lathe modifier will re-create the surface to fit the new size You
can also delete the knob and restart with another line for more
practice In the following steps, you will copy and position the
knob for the drawers
1 Position and rotate the knob to fit on to the front of a top drawer Change its default
color (if you want) and change its name to Knob.
2 You’ll need a few copies of the original knob, one for each drawer Choose Edit ➔
Clone (Figure 4.73) You are going to use the Instance command An instance is a
copy, but an instance is still connected to the original If you edit the original or an
instance, all of the instances change Click OK to create an instance
3 Simply position the instanced knob in the middle of the other top drawer
4 Using more instances of the original knob, place knobs in the middle of all the
remaining drawers of your dresser, as seen in Figure 4.74
As you saw with this exercise, there are plenty of tools for the Editable Poly object Your
model doesn’t have to be all of the same type of modeling either In this example, we created
the dresser using box modeling techniques, where you begin with a single box and extrude
your way into a model, and with surface creation techniques using splines
You can compare your work to the scene file Dresser05.maxfrom the Scenes folder of
the Dresser project on the companion CD
Trang 17Modeling a Hand
Now that you’ve had some experience modeling in 3ds Max, you can tackle modeling asimple hand The goal is to acquire experience with some other tools Max has to offer.Before you begin modeling, look at a reference Luckily, you probably have one or twohands at the ends of your arms
Starting the Palm
There are several ways to model a hand, but you’ll start with the same modeling niques you started with in the Dresser exercise To begin box modeling the hand, followthese steps:
tech-1 Start a new 3ds Max file in a new project called Hand, or copy the Hand project fromthe companion CD to your hard drive
2 Make sure the Perspective viewport is active Create a box on the home grid in thePerspective viewport You are going to use Keyboard Entry to create the box to cer-tain specifications In the Keyboard Entry rollout in the Create panel’s parameters for
the box, enter the following parameters: Length of 90, Width of 150, and Height of 30,
as shown in the following graphic The X-, Y-, and Z-parameters in the Keyboard
Entry rollout are used to place the object in your scene by using the coordinate youspecify Keep those values at 0 to create the box in the center of your scene Choosethe Create button at the bottom of the rollout to create the box as defined
3 Go to the Modify panel, and you will see the parameters for the box You need tosubdivide the box so it has more polygons Press F4 to toggle on Edged Face mode inyour viewport In the Modify panel’s Parameters rollout, set the box Length Segs to 4,Width Segs to 3, and Height Segs to 1, as you see here
4 Look at the box and imagine that it is the palm of the hand The polygons facing you
in Figure 4.75 are going to be the fingers The poly farthest from you will be the pinkyfinger, and the one nearest will be the index This should help you get oriented
Trang 185 Convert the box into an Editable Polygon You can reference the Dresser exercise in
this chapter if you have skipped to this section
6 The fingers polygons will need to be slightly splayed out, so they will not all stick
together when you extrude them Use the Edge Sub-Object mode to do this In the
Modifier Stack, click the plus sign to reveal the sub-objects for the box
7 Use the keyboard shortcut 2 to choose the Edge Sub-Object level Select the
edge closest to you (which will be the outer edge of the index finger), as seen in
Figure 4.76
8 Click the Lock Selection icon or press the spacebar to lock this selection so you
don’t lose the selected edge The Lock button will turn yellow, indicating it is in use
9 Use the keyboard shortcut W to enable the Move tool Move the edge along the X-axis.
You might find it easier to use the Top viewport for the move Use the Transform
gizmo—center the cursor so that the X and the tail of the X-axis arrow are yellow.
Select this edge.
Pinky Finger
Top of Hand
Wrist
Thumb Index Finger
modeling a hand ■165
Figure 4.75
The box will be the palm of the hand, and the fingers will
be extruded from the polygons facing you.
Figure 4.76
Select the edge of the index finger.
Trang 19Yellow indicates that the axis is locked This will confine the movement to the X-axis
and no other, as shown here
10 Switch to the Top viewport and move the Edge, as shown here Press the spacebar torelease the selection Lock
11 Move the other Edges to create a slight arch where the top of the palm will be, asshown in the following graphic This will ensure that when you extrude the polygonsfor the fingers, there will be space for the webbing in-between If you don’t want thefingers spread apart this much, make the arc less curved This repositions the polygon
to a different angle so it won’t extrude out straight
Trang 20Now is a good time to save with File ➔Save As Make sure you use the plus sign (+)
instead of pressing the Save button, as this will add a number increment to the end of
your filename (for instance: hand01.max) as shown in Figure 4.77 To catch up to this point
or to check your own work, load the scene file Hand01.maxfrom the Hand project on the
companion CD
Creating the Fingers
Now it is time to extrude out the fingers
1 With the box selected, select the Polygon Sub-Object mode or press 4 on your
key-board Go to the Perspective view, Click on the polygon that represents the index
fin-ger (closest to you), as you see here
2 Go to the Modify panel under the Edit Polygons rollout Click the Extrude Settings
button (the Settings button is directly to the right of the extrude button) to bring
up the Extrude Settings dialog box See the sidebar titled “Extrusion Options” for
more about the parameters and options for the Extrude function
Incremental Save
Figure 4.77
Save!
modeling a hand ■167
Trang 22per-E X T R U D per-E O P T I O N S
By Polygon—Each polygon is extruded individually along its own normal.
Extrusion Height—Specifies how much to extrude in scene units As you’ve already seen, positive values extrude out away from the object, and negative values extrude into the object.
3 We are going to extrude the first finger so that it has three sections, so instead of
doing one extrude, we are going to do three back to back This will give the finger
more segments with which to work If you look at your own finger, you will notice the
lower joint is the biggest joint, getting smaller toward the tip of the finger In the
Set-tings dialog box, set the first Amount to 60 units The Setting dialog box allows you to
interactively perform the functions, so you can see the extrude before you apply it
The 60 unit extrude looks good, so click Apply This keeps the Settings window open
Go to the Extrusion Amount and enter 50; this will change the extruded segment to
50 units Click Apply again for the second extrusion Change the Extrude Amount to
40, and press OK for the last extrusion of the index finger Figure 4.78 shows the first
finger
modeling a hand ■169
Trang 234 Using the same techniques and the following settings for the Extrusion Amounts,extrude the rest of the fingers.
This is a good time to do another Save As; make sure you use the plus sign (+) instead
of pressing the Save button To catch up to this point or to check your own work, load thescene file Hand02.maxfrom the Hand project on the companion CD
Creating the Thumb
Now you will create the thumb, also using extrusions Follow these steps:
1 Select the polygon in the middle of the side of the hand, as shown here As with thefingers, the thumb will have three segments Select the Extrude Settings button and
enter an Extrude Amount of 30 units Click Apply twice for two 30 unit extrusions, and then click once more with an Extrude Amount of 20 Click OK.
Trang 242 To shape the thumb, you will use a combination of adjusting
edge and poly locations Figure 4.81 shows a picture of a hand;
notice how the thumb extrudes from the bottom of the hand
Using Edge mode, rearrange the edges in the extruded thumb to
create a shape as shown in Figure 4.82
Save an iteration of your scene Now you should have the general
shape for the hand It is still very rough, with no detail To catch up
to this point or to check your own work, load the scene file
Hand03.maxfrom the Hand project on the companion CD
Subdivision Surfaces
You may be wondering how to take this boxy thing and turn it into something more
organic and realistic By using Subdivision Surfaces, or SubDs, you can take a relatively
simple object with very few segments and subdivide the polygons SubD makes a flat
sur-face appear smoother
Follow these steps to use Subdivision Surfaces for your hand:
1 To apply the SubD, with the hand selected, check the Use NURMS Subdivision box in
the Subdivision Surface rollout in the Modify panel Figure 4.83 shows the hand
before and after you apply the NURMS Subdivision
Check this box to Apply the smoothing.
Figure 4.83
Using NURMS vision to smooth out the hand
Trang 252 Once the smoothing is applied, you will see an orange cage surrounding the hand ifyou are in any Sub-Object mode This allows you to work with this low-res cage whilethe smoother version is updating at the same time.
3 You can control how much smoothing applies to the hand using the Iterationsparameter, which is by default set to 1 Be very careful how many Iterations you add.The higher the number, the harder the computer has to work to process the informa-tion You can leave Iterations set to 1 for the hand
4 Uncheck Isoline Display in the Subdivision Surface rollout When Isoline Display isoff, Max displays all the faces added by the smoothing, as shown on the right in Fig-
ure 4.84 The default of on shows only the objects original edges, as shown on the left
in Figure 4.84
Figure 4.84
When Isoline Display
is turned off, all of
the faces added by
the smoothing
oper-ation are shown.
Trang 265 Make sure you are in Polygon Sub-Object mode Press F2 to
toggle the Shaded Face mode, so that when you select a poly, it
will be shaded in red and easier to see Now, select a polygon on
the hand and right-click to access the shortcuts menu Select
Transform ➔Move Move the polygon in any direction The
polygon will pull the surrounding polygons with it, but the
selection is softer (Figure 4.85) This makes it possible to model
in a push and pull fashion, just as if molding clay
You don’t want to save what you have done with the SubDs, so
either undo all the smoothing changes or reopen the last saved file
It is actually easier to work with the boxy hand before the NURMS
smoothing You can also just uncheck the Use NURMS Subdivision
You will come back to this later
Adding Detail to the Hand
You are going to begin adding some simple detail to the hand One of the easiest ways to
do this is using the Cut tool, which is a part of the Cut and Slice Group You will find the
Cut tool in the Edit Geometry rollout, which is shown here
The Cut tool allows you to divide an edge at any point You then divide a second edge
at any point, and the tool will create a new edge between the two points To create more
edges for detail on the hand, follow these steps:
1 With the hand selected, click on the Cut Tool button Now click on the first edge
(use Figure 4.86 as a reference) at the first knuckle on the index finger A new vertex
is created where you clicked A dotted line will track along with your cursor until you
click a second edge Click on the opposite edge from your initial one to add a new
edge next to the first segment on the index finger Right-click to exit the tool
Simi-larly, add new edges to the knuckle areas shown in Figure 4.86 You may want to
add the new edges in a Nonperspective viewport Working with the Cut tool in a
Perspective view may be a bit difficult; the newly created edges may appear to jump
around the hand or won’t place correctly In the Orthogonal views, it is simpler to
read where the Cut tool is placing edges In addition, while working with the Cut
tool, turn on Ignore Backfacing in the Selection rollout to avoid selecting edges on
the back of the hand by accident
With the Cut tool, you can cut across any number of faces Also, if you simply double-click on
the first edge, 3ds Max will divide that edge at the point where you clicked by adding a
ver-tex there You need not click on a second edge if you double-click Right-click to exit the tool.
modeling a hand ■173
Figure 4.85
You can mold the hand by moving polygons.
Trang 272 With all the new edges, use the Move tool to move those edges to create the knuckles and the fleshy area on the bottom of the fingers You can also rearrangethe edges at the tip of the finger to give the fingers a more tapered look Click onUse NURMS Subdivision to see how the knuckles and fingers look with smoothing,
as seen in Figure 4.87 You can see how the NURMS SubDs really smooth out thedetail, so don’t be afraid to exaggerate the detail so that it looks better when smoothed,
as you can see in Figure 4.87 Click off Use NURMS Subdivision to return to theboxy hand
3 Let’s add some knuckles at the end of the fingers You are going to use a tool foradding detail that is another way of subdividing a polygon Tessellate doesn’t give youthe control options the Cut tool does, but it can be more precise The Tessellate but-ton is under the Edit Geometry rollout in the Modify panel Two Tessellate methodsare available: Edge and Face (Figure 4.88)
See the sidebar in this section titled “Tessellate Options” for more on Tessellatebefore you use it in action in the following steps
Figure 4.87
See how the
smoothing will
affect the detail you
are adding to the