57 Quick Start 2 Getting Started with Modeling.. 143 Quick Start 3 Getting Started with Materials.. 321 Quick Start 5 Getting Started with Cameras and Animation.. 371 Quick Start 6 Getti
Trang 2Foundation 3ds Max 8 Architectural Visualization
Brian L Smith
Trang 3Project Manager | Production Director
Cover Image Designer
Corné van Dooren
Original 3D Cover Artist
Oleg Melnyk
Interior and Cover Designer
Kurt Krames
Foundation 3ds Max 8 Architectural Visualization
Copyright © 2006 by Brian L Smith
All rights reserved No part of this work may be reproduced or transmitted in any form or by any means, electronic
or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the
prior written permission of the copyright owner and the publisher
ISBN-13: 978-1-59059-557-2
ISBN-10: 1-59059-557-2 Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1 Trademarked names may appear in this book Rather than use a trademark symbol with every occurrence of a trademarked name,
we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of
infringement of the trademark.
Distributed to the book trade worldwide by Springer-Verlag New York, Inc., 233 Spring Street, 6th Floor, New York, NY 10013 Phone 1-800-SPRINGER, fax 201-348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com For information on translations, please contact Apress directly at 2560 Ninth Street, Suite 219, Berkeley, CA 94710
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The information in this book is distributed on an “as is” basis, without warranty Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work
The source code for this book is freely available to readers at www.friendsofed.com in the Downloads section.
Credits
Trang 4This book is dedicated to my lovely wife, Shari, and our two great kids, Laken and Kegan Without their support, this book would simply not have been possible
Trang 5About the Author xvii
About the Technical Reviewer xviii
About the Cover Image Designer xix
Acknowledgments xx
Introduction xxi
PART 1 GETTING AROUND INSIDE 3DS MAX 1
Quick Start 1 Getting Started 3
Chapter 1 Navigating the 3ds Max Interface 15
Chapter 2 Working with Objects 37
PART 2 MODELING 57
Quick Start 2 Getting Started with Modeling 59
Chapter 3 Modeling Basics 73
Chapter 4 The Critical Compound Objects Types (Loft, Boolean, Terrain, and Scatter) 107
Chapter 5 The Critical Modeling Modifiers 129
PART 3 MATERIALS 143
Quick Start 3 Getting Started with Materials 145
Chapter 6 Material Basics 163
Chapter 7 The Critical Map Channels 189
Chapter 8 The Critical Map Types 207 CONTENTS AT A GLANCE
Trang 6PART 4 LIGHTING 241
Quick Start 4 Getting Started with Lights 243
Chapter 10 Basic Lighting 263
Chapter 11 Photometric Lighting 291
Chapter 12 Global Illumination 307
PART 5 CAMERAS AND ANIMATION 321
Quick Start 5 Getting Started with Cameras and Animation 323
Chapter 13 Camera Basics 329
Chapter 14 Animation Basics 341
Chapter 15 Animation Controllers 351
PART 6 RENDERING 371
Quick Start 6 Getting Started with Rendering 373
Chapter 16 Rendering Basics 387
Chapter 17 Scene Assembly 415
Chapter 18 Effect Basics 433
APPENDIXES 461
Appendix A Marketing Your Services 463
Appendix B Top 20 Production Tips 473
Appendix C Customizing 3ds Max 497
Appendix D Keyboard Shortcuts 503
Index 511
Trang 8About the Author xvii
About the Technical Reviewer xviii
About the Cover Image Designer xix
Acknowledgments xx
Introduction xxi
PART 1 GETTING AROUND INSIDE 3DS MAX 1
Quick Start 1 Getting Started 3
Chapter 1 Navigating the 3ds Max Interface 15
The interface elements 16
Menus 17
Toolbars 17
The Command panel 18
Viewports 18
The Lower Interface bar 18
Quad menus 18
Floaters 19
Dialog boxes 19
Using the Command panel 19
The Create panel 20
The Modify panel 20
The Hierarchy panel 21
The Motion panel 23
The Display panel 23
The Utilities panel 24
Using the viewports 25
Perspective and axonometric views 26
Learning the viewports 26
Zooming, panning, and rotating in a viewport 28
Grids 30
CONTENTS
Trang 9Viewport refreshing and disabling 30
Rendering levels 31
Enabling Fast View 32
The viewport layouts 34
Undoing and saving view changes 35
Summary 35
Chapter 2 Working with Objects 37
Selecting objects 37
The Select icons 37
The Select Objects dialog box 38
Select by region 40
Selection filters 43
Named selection sets 43
Selection lock 46
Other ways to select objects 46
Isolate selection 46
Displaying objects 47
The Display floater 48
Layers 50
Using the Layer Manager 50
Transforming objects 51
Move 51
Scale 52
Rotate 53
The Transform Type-In dialog box 54
Status bar type-in fields 55
Summary 55
PART 2 MODELING 57
Quick Start 2 Getting Started with Modeling 59
Chapter 3 Modeling Basics 73
Setting up the work environment 74
Units 74
Display drivers 76
Configure paths 77
Preference settings 79
Customization 81
Working with shapes and splines 81
Shapes and splines defined 82
Shape basics 83
The Rendering rollout 85
Trang 10Working with meshes and polys 88
Creating mesh objects 89
Editing mesh objects 90
The Selection rollout 92
The Soft Selection rollout 95
The Edit Geometry rollout 98
Important features available anywhere 99
Attach 99
Explode 101
Remove Isolated Vertices 102
View Align and Grid Align 102
Important features available only in sub-object modes 103
Detach 103
Delete 104
Weld 104
Summary 105
Chapter 4 The Critical Compound Objects Types (Loft, Boolean, Terrain, and Scatter) 107
Creating Lofts 108
The Creation Method rollout 108
The Surface Parameters rollout 110
The Path Parameters rollout 112
The Skin Parameters rollout 114
The Deformations rollout 116
Creating Booleans 116
Union 117
Subtraction 117
Intersection 118
Cut 118
Suggestions for creating Booleans 119
Creating terrain 120
Creating scatter objects 123
Distribution object parameters 124
The Transform rollout 125
Summary 127
Chapter 5 The Critical Modeling Modifiers 129
The Extrude modifier 129
The Smooth modifier 131
The Noise modifier 132
The Optimize modifier 133
The TurboSmooth modifier 135
The Displace modifier 136
The Lathe modifier 138
The STL Check modifier 140
The Cap Holes modifier 141
Summary 142
Trang 11PART 3 MATERIALS 143
Quick Start 3 Getting Started with Materials 145
Chapter 6 Material Basics 163
The Material Editor 163
Sample slots 164
Changing the sample slot background 164
Changing the sample slot object type 165
Magnifying a sample slot 165
Naming materials 167
Creating new materials 167
Assigning materials to objects 167
Loading materials in the sample slots 169
Removing materials and maps 169
Selecting objects by material 171
Showing maps in a viewport 172
Material Editor icons 172
The Material/Map Browser 174
Material libraries 175
The Material/Map Navigator 177
Material Editor rollouts 177
The Shader Basic Parameters rollout 178
The Wire option 178
The 2-Sided option 179
The Blinn Basic Parameters rollout 180
The Ambient, Diffuse, and Specular Color swatches 181
The Specular Highlights section 181
The Self-Illumination section 182
The Extended Parameters rollout 183
The Advanced Transparency section 184
The Wire section 184
The SuperSampling rollout 184
The Maps rollout 187
The Dynamic Properties rollout 187
The Mental Ray Connection rollout 187
Summary 187
Chapter 7 The Critical Map Channels 189
The Maps rollout 190
The Diffuse Color channel 190
The Opacity channel 192
The Bump channel 195
The Reflection channel 197
The Displacement channel 200
Trang 12Chapter 8 The Critical Map Types 207
The Bitmap map 207
The Coordinates rollout 208
Offset and tiling 209
Angle 210
Blur and blur offset 211
The Noise rollout 213
The Time rollout 214
The Output rollout 214
The Gradient map 215
The Gradient Ramp map 216
The Mix map 218
The Noise map 220
The Smoke map 221
The Waves map 222
The Falloff map 223
Summary 227
Chapter 9 UVW Mapping 229
Generating mapping coordinates 229
The UVW Map modifier 230
Working with the UVW gizmo 231
Sizing and tiling 232
Alignment 232
Map channels and multi/sub-objects 235
Summary 240
PART 4 LIGHTING 241
Quick Start 4 Getting Started with Lights 243
Chapter 10 Basic Lighting 263
Standard lights vs photometric lights 264
The standard light source types 264
Omni lights 265
Spotlights 265
Direct lights 266
Creating lights 266
Viewport navigation controls 268
Light placement 269
Align Camera 269
Place Highlight 270
Trang 13Light parameters 270
The General Parameters rollout 271
Shadow map 272
Area shadows 274
Raytraced shadows 274
Advanced raytraced shadows 275
The Intensity/Color/Attenuation rollout 276
Intensity 276
Color 277
Decay 277
Attenuation 277
The Advanced Effects rollout 279
The Shadow Parameters rollout 280
Rollouts for specific shadow types 282
The Shadow Map Params rollout 282
The Area Shadows rollout 285
The Ray Traced Shadow Params rollout 286
The Adv Ray Traced Params rollout 286
The Optimizations rollout 286
The Spotlight and Directional Parameters rollouts 287
Summary 289
Chapter 11 Photometric Lighting 291
Exposure control 291
Types of exposure control 292
Exposure control parameters 292
Photometric light types 293
Point, linear, and area lights 293
Intensity/Color/Attenuation rollout 294
Preset Lights 297
IES Sun 298
IES Sky 299
Daylight 301
Standard lights vs IES Sun and IES Sky 303
Sunlight 304
Summary 304
Chapter 12 Global Illumination 307
Principles of global illumination 308
Shaders 308
Radiosity 309
Radiosity Processing Parameters rollout 310
Initial Quality 310
Refine Iterations 312
Light filtering 314
Trang 14PART 5 CAMERAS AND ANIMATION 321
Quick Start 5 Getting Started with Cameras and Animation 323
Chapter 13 Camera Basics 329
Camera types 330
Creating cameras 331
Viewport navigation controls 332
Camera placement 333
Align Camera 333
Place Highlight 334
Basic camera parameters 334
Lens length and field of view 335
Environment ranges 337
Clipping planes 337
Summary 339
Chapter 14 Animation Basics 341
Basic animation interfaces 342
Time Configuration dialog box 342
Time slider 344
Animation playback controls 344
Keyframing 345
Creating keyframes 346
Creating basic motion 347
Summary 349
Chapter 15 Animation Controllers 351
Controllers 352
Constraints 353
Motion panel 354
Parameters 355
Assign Controller rollout 355
Assigning and changing controllers 356
PRS Parameters rollout 358
Position XYZ Parameters rollout 358
Euler Parameters rollout 358
Key Info (Basic) rollout 359
Trajectories 363
Curve Editor 364
Summary 370
Trang 15PART 6 RENDERING 371
Quick Start 6 Getting Started with Rendering 373
Chapter 16 Rendering Basics 387
The Render Scene dialog box 388
The Common tab 390
Time Output 390
Output Size 391
Options 391
Render Output 392
Email Notifications 394
The Renderer tab 394
Options 395
Antialiasing 395
Global SuperSampling 396
Object and Motion Blur 396
Auto Reflect/Refract Maps 396
Color Range Limiting 396
Memory management 396
Choosing file dimensions 396
Prints 397
High-definition and standard DVDs 398
Internet images 398
Internet video 398
Additional rendering tools 399
The Print Size Wizard 399
The RAM Player 400
The Panorama Exporter 402
Video Post 404
Network rendering 409
Summary 413
Chapter 17 Scene Assembly 415
Computer power vs scene complexity 416
Transferring files 416
Instance vs copy 418
Refreshing and rendering viewports 420
Assembly tools 422
Save Selected 423
Merge 424
Import 425
Export 426
Export Selected 426
XRef Objects 426
Trang 16XRef Scenes 428
File Link Manager 428
File Properties 428
Summary Info 429
Archive and Resource Collector 430
Summary 431
Chapter 18 Effect Basics 433
Atmospheric effects 434
The Fire effect 435
The Fog effect 437
Standard fog 439
Environment ranges 440
Layered fog 442
The Volume Fog effect 443
The Volume Light effect 445
Render effects 448
The Lens effect 449
The Depth of Field effect 452
The Motion Blur effect 453
Multi-pass effects 455
The Multi-Pass Motion Blur effect 455
The Multi-Pass Depth of Field effect 457
Summary 460
APPENDIXES 461
Appendix A Marketing Your Services 463
Your clients 463
Developers 464
Architects 464
Continuing education 465
Individuals 465
Contractors 466
Real estate agents 466
Your tools 466
Websites 467
Brochures 468
Phone books 468
DVDs 469
Phone calls 469
E-mails 470
Summary 470
Trang 17Appendix B Top 20 Production Tips 473
1 Build a network of subcontractors 474
2 Inspect the architectural drawings 475
3 Write a good script as soon as possible 477
4 Question poor designs 478
5 Master the keyboard shortcuts 478
6 Use additional input devices 479
7 Write a good contract 480
8 Break up projects into smaller jobs 480
9 Use the Loft feature 481
10 Save incrementally and save often 481
11 Use advanced raytraced shadows and know when to use advanced lighting 482
12 Purchase the best available model and material libraries 483
13 Create assembly lines for doors and windows 484
14 Use material libraries 486
15 Use standard scene elements 487
16 Use the top third-party plug-ins 487
17 Use the Scatter command and Spacing tool to create vegetation 489
18 Use artificial shadows 490
19 Participate in website forums 492
20 Attend trade shows, seminars, and classes 493
Summary 494
Appendix C Customizing 3ds Max 497
The Customize menu 497
UI schemes 498
Custom UI and Defaults Switcher 498
Customize User Interface 500
Summary 501
Appendix D Keyboard Shortcuts 503
Default keyboard shortcuts 503
Additional keyboard shortcuts 507
Index 511
Trang 18Since 1997, Brian Smith has worked as a CAD manager and
anima-tion specialist in architectural, engineering, and landscaping firms insouthwest Florida He started his own company in 2001, specializing
in the production of architectural animations and renderings in3ds Max He is the cofounder of 3D Architectural Solutions inSarasota, Florida, and is currently an instructor at the AutodeskAuthorized Training Center, Planet Digital Education, in Orlando(www.planetdigital.com), where he teaches 3ds Max for the visual-ization industry A portfolio of his work can be seen at www.3das.com.Brian graduated from the U.S Military Academy at West Point with amajor in aerospace engineering He served on active duty, and later
in the Florida Army National Guard, including two years as a battery commander, responsible for ashort range air defense battery of over 100 soldiers Following 9/11, he served in Washington, D.C
as an air defense artillery fire control officer, working closely with the US Secret Service, the
US Air Force, and the FAA to provide air defense coverage of our nation’s capital In 2005, hedeployed numerous times with his unit to provide humanitarian relief to hurricane victims along theGulf Coast
ABOUT THE AUTHOR
Trang 19Mark Gerhard is a creative professional with over 15 years experience
in the field of 3D modeling and animation He was the first artist hired
by Autodesk to test the initial release of 3D Studio in 1990, and spentsix years as the lead writer for the tutorials that ship with the product
He has taught at Santa Rosa Junior College, Napa Valley College,Academy of Art University, Sonoma State University, Sonoma CountryDay School, and Petaluma High School; and has lead countless classesand demonstrations of this software throughout the world He has alsobeen an author, illustrator, and technical editor for books on 3ds Maxfor Pearson Education, Wiley, Macmillan, and other publishers Heholds a BA in Practice of Art from UC Berkeley
ABOUT THE TECHNICAL REVIEWER
Trang 20Corné van Dooren designed the front cover image for this book.
Having been given a brief by friends of ED to create a new design forthe Foundation series, he was inspired to create this new setup com-bining technology and organic forms
With a colorful background as an avid cartoonist, Corné discoveredthe infinite world of multimedia at the age of 17—a journey of dis-covery that hasn’t stopped since His mantra has always been “Theonly limit to multimedia is the imagination,” and this mantra keepshim moving forward constantly
After enjoying success after success over the past years—workingfor many international clients, as well as being featured in multimedia magazines, testing software,and working on many other friends of ED books—Corné decided it was time to take another step inhis career by launching his own company, Project 79, in March 2005
You can see more of his work and contact him through www.cornevandooren.com orwww.project79.com
If you like his work, be sure to check out his chapter in New Masters of Photoshop: Volume 2 (friends
of ED, 2004)
ABOUT THE COVER IMAGE DESIGNER
Trang 21I would like to thank the entire team at friends of ED for making my writing sound far more gent than it originally started: Grace Wong, Nicole LeClerc, Damon Larson, Heather Lang, KariBrooks-Copony, and Laura Cheu.
intelli-A special thanks to Chris Mills for believing in my idea of a book dedicated to the architectural alization industry, and for helping make that dream a reality
visu-Thanks to my mom for beating proper English into me from the time I could write Before any ofthese chapters ever made it to the team at friends of ED, she got first crack at correcting mywriting—and she made plenty of markups
Thanks to my long-time friend and business partner Brian Zajac, who keeps me steered in the rightdirection with all things graphical
Thanks to my friends at Visarty and Catapult, whose 3D services helped my business stay in tion during the crunch phase of this book If you need some good subcontracting work done, theseare two of the best companies out there Their work can be seen in the gallery of this book.Last but not least, I would like to thank Randall Stevens (ArchVision/VisMasters) and Jeff Mottle(CGarchitect.com) for their support of this book and the donation of valuable content
produc-Brian L Smith
ACKNOWLEDGMENTS
Trang 22I feel fortunate to be part of the 3D world at a time when it appears that the real world is pletely embracing our work My long-time friend Brian Zajac started in the 3D business a long timeago, when a typical workstation cost $100,000, and a simple animation that today would take onlyminutes to render took weeks He gave up 3D and turned his sights to a career in web design where
he wouldn’t have to wait so long to see the fruits of his labor Many architectural visualization panies struggled to survive these early days of 3D, when the software lacked the quality that manyclients demanded, and the cost of equipment was a great a burden to manage But just like the con-version from hand-drawn architectural blueprints to computer-aided drafting in the 90s, 3D visual-izations have gained the necessary backing to make our work the standard—before long it will bethe norm Now anyone with enough drive and desire can start a 3D visualization business from theirown home with just a single computer With new developments in chip technology on the horizon,such as the much anticipated Cell chip, the near future promises even greater power for all of us tobuild better scenes and render them in a fraction of the time it takes today Before you know it, wewill be able to render our scenes in real time!
com-The idea for writing this book started sometime in the first few days of teaching myself 3D StudioRelease 4 for DOS I was amazed at all the books available for users in the entertainment industry,yet not one could be found for those of us in the visualization industry I wasted countless hourslearning things I found out only later that I didn’t need to know, and I made up my mind that ifsomeone else didn’t have a visualization book on the market when I had learned the program, Iwould write one myself And here it is I hope you can benefit from what I believe to be the foun-dation for those of us using 3ds Max for architectural visualizations
INTRODUCTION
Trang 23The tutorials within the chapters are designed to maximize the clarity of selected featuresand the speed at which you can learn the material Whenever possible, you’ll be asked toreset 3ds Max and create scene elements from scratch, rather than simply opening precon-structed scenes By taking you through a tutorial that starts from scratch rather than a pre-constructed scene, you'll be apt to feel a greater sense of confidence that the steps in thetutorial work independently of any pre-arranged settings or elements Also, I’ve kept the com-plexity of the tutorials to a minimum and incorporated mostly simple objects (such asprimitives) so that you can gain a greater sense of clarity of what exactly is going on The endresult is a tutorial that maximizes the transfer of knowledge in a minimal amount of time
Layout conventions
To keep this book as clear and easy to follow as possible, the following text conventions areused throughout:
Important words or concepts are normally highlighted on the first appearance in bold type.
Menu commands are written in the form Menu ➤ Submenu ➤ Submenu.
Screen text is used to draw your attention to on-screen elements in the 3ds Max interface.
Trang 24GETTING AROUND INSIDE 3DS MAX Part 1
Trang 26Quick Start 1
GETTING STARTED
If you’ve ever been frustrated with computer books that require extensive readingbefore giving you the knowledge to get your feet wet, fear not—the Quick Starttutorials in this book will allow you to jump right in and get soaked with knowledgerelevant to architectural visualizations There are six major parts to this book, each ofwhich begins with a Quick Start tutorial designed to familiarize you with the materialpresented in subsequent chapters Each tutorial is a continuation of the previoustutorial, and walks you through the creation of a virtual 3ds Max welcome center.The final product of the combined tutorials will be a ten-second animation of thewelcome center
This first tutorial, “Getting Started,” is intended to be simple enough to be completed
by someone with absolutely no experience with 3ds Max 8 It is also sophisticatedenough to allow you to quickly set up 3ds Max and your new scene, similar to theway veteran users in the architectural visualization industry would The remainingtutorials build upon the material in the preceding chapters and allow you to jumpright into the next major part of the book, although it is possible to complete all sixQuick Starts before reading any chapters
Approximate Completion Time: 30 minutes
Trang 27Following is a list of the Quick Start tutorials that begin the six major parts of this book:
Quick Start 1: Getting StartedQuick Start 2: Getting Started with Modeling Quick Start 3: Getting Started with Materials Quick Start 4: Getting Started with Lighting Quick Start 5: Getting Started with Cameras and Animation Quick Start 6: Getting Started with Rendering
Images are provided for nearly every step of the tutorials, and annotations are included showingexactly where you need to click on the screen Whenever a left-click is called for, the circle annotation
is provided; right-clicks are designated with a diamond-shaped annotation
Before starting the tutorials, you will have to download the Quick Start support files from the friends
of ED website, www.friendsofed.com These files include a 3ds Max scene with a few preconstructedelements and images used in the materials that are applied to the objects in your scene There are alsofiles for each subsequent Quick Start tutorial that you can use in lieu of the files that you save alongthe way The ultimate goal of these tutorials is to walk you through some of the most important fea-tures, and eliminate, as much as possible, the need to use the same commands over and over So let’sget started!
The very first thing you need to do is download some support files needed for this tutorial and savethem to a unique folder within the 3dsMax8 directory
1. Create a folder named Friends_of_Ed in each of the two directories, 3dsMax8\scenes and3dsMax8\images, as shown in the images below
2. Go to www.friendsofed.com
Trang 283. At the top of the website, click books.
4. In the list that appears, click the link Downloads to the right of Foundation 3ds Max 8 Architectural Visualization.
5. Click the file link named Scene files and save to your computer Click the file named Image files and save to your computer.
6. Unzip Scene files into the 3dsMax8\scenes folder you created and then unzip Image files into
the 3dsMax8\images folder you created.
Trang 299. Click the Add button.
10. Go to the 3dsMax8 directory and highlight the Images folder
11. Enable the Add Subpaths option.
12. Click the Use Path button twice This tells 3ds Max to always look in the Images folder when it’s
looking for support files referenced in a scene Click OK to exit
Trang 30Next, you need to set up 3ds Max to use architectural units.
13. Click the Customize menu and select Units Setup.
14. Select US Standard, Feet w/Decimal Inches.
15. Select Inches for Default Units, and click OK to exit.
Trang 31Rather than starting a 3D scene completely from scratch, you’ll open a scene with some existinglinework to speed up and facilitate the creation process for this tutorial.
16. Press the keyboard shortcut Ctrl+O and open the file named QuickStart01.max, located in the3dsMax8\scenes\Friends_of_Ed folder 3ds Max opens a scene with four viewports
You’re going to change the layout of the viewports so that there are two large viewports rather thanfour small ones This will make seeing and working with the objects a little easier
17. Right-click the word Camera, shown in the upper-left corner of the Camera viewport This
opens the Viewport Properties menu
Trang 3218. Select Configure from the menu This opens the Viewport Configuration dialog box.
19. Click the Layout tab.
20. Select the viewport layout that shows two rectangular-shaped viewports, one above the other,and click OK to complete the command The viewport layout changes to two viewports.
Trang 33The last configuration you need to make is to change some shortcut buttons that give you access to
powerful features in 3ds Max called modifiers.
21. In the Command panel, on the right-hand side of the screen, click the Modify tab.
22. Click the Configure Modifier Sets icon The Configure Modifier Sets menu opens
At the top of the menu, a check must be displayed next to Show Buttons, but not next to Show All Sets in List (as shown in the following image).
23. If a check is not displayed to the left of the Show Buttons label, click the label—if a check is
displayed, press the Esc key on the keyboard to close the menu
24. Click the Configure Modifier Sets icon again.
25. If a check is displayed to the left of the Show All Sets in List label, click the label—if a check is
not displayed, press the Esc key on the keyboard to close the menu
26. Click the Configure Modifier Sets icon one final time.
27. Select Configure Modifier Sets from the menu This opens the Configure Modifier Sets
dialog box
Trang 3428. In the left-hand Modifiers window, scroll down in the list to the area labeled MAX STANDARD,
and highlight the word Extrude Click and drag the Extrude modifier from the left-hand
window into any of the eight available modifier shortcut slots on the right-hand side of thedialog box
29. Repeat step 28 for the following modifiers, which you’ll use throughout the Quick Start als in this book As shown in the preceding image, these are the Edit Mesh, Edit Spline, UVW Map, Lathe, Smooth, Optimize, and Turbo Smooth modifiers
tutori-30. In the top-right corner of the dialog box, type My Buttons in the Sets drop-down field, and
click Save Click OK to close dialog box This saves your shortcut button layout You can save
multiple layouts and select a layout from the drop-down list later
Before ending this tutorial, let’s make one more change to the viewports
Trang 3531. Activate the Front view by right-clicking anywhere in the viewport If a menu appears at yourcursor’s location, then the viewport is already activated If so, press the Esc key to close themenu.
32. Press C to change the Front view to a Camera view You’ll use a preexisting locked camera inthe scene to prevent inadvertent view changes to the viewport you’ll be working in most often.Clicking and dragging in a viewport that’s not locked can easily cause the viewport’s perspec-tive to change
33. When your view changed to a Camera view, it should have also changed to a shaded view, aviewport setting known as Smooth + Highlights If it did not, press the keyboard shortcut F3 to
change the Camera view from wireframe to shaded (Smooth + Highlights) Now you can see
surfaces in your scene Your viewports should look like the image that follows
Trang 3634. Click the Zoom Extents All button in the bottom-right corner of 3ds Max This maximizes all
your views, except Camera views In this case, it only changed the Top view
35. Click the File menu and select Save As The Save File As dialog box opens to the
Autodesk\3dsMax8\scenes folder
36. Name your file MyQuickStart01.max for use in the next Quick Start tutorial
This concludes Quick Start 1 In Quick Start 2, you’ll jump right into the creation of your virtualwelcome center!
Trang 38Chapter 1
The interface of any computer program is the means with which you command theprogram to perform a task It stands to reason, therefore, that an interface should bedesigned in a way that allows the user to command the program as quickly and effi-ciently as possible Did Autodesk succeed in creating that perfect interface? They did
a great job; however, the default interface was created to benefit all 3ds Max users,not just those specializing in architectural visualizations This chapter shows you how
to best make use of the interface provided, and Appendix C demonstrates how topick up where Autodesk leaves off, by showing you how to customize the 3ds Maxinterface to your specific needs
Why put customization in an appendix at the end of a book? Simple Until you have
a firm grasp of at least the fundamentals, you won’t know how to best customize theinterface, and you’ll probably end up changing it anyway That being said, this chap-ter will focus on how to interact with the program as it is
Autodesk did an outstanding job of making the 3ds Max interface user-friendly andefficient As with many programs, there are numerous ways to tell the program to dothe same thing The trick is knowing which way is best—and this 3ds Max user
defines best as the way that’s fastest It’s a cliché, but time is money.
NAVIGATING THE 3DS MAX INTERFACE
Trang 39The interface elements
There are eight main screen interfaces through which to communicate with 3ds Max and get yourwork done, as shown in Figure 1-1 They include the Menu bar, toolbar, Command panel, viewport,Lower Interface bar, quad menu, floater, and dialog box But before you can even use them, you have
to work through at least one of two other interfaces: the keyboard and the mouse Most users relyalmost completely on the mouse—at least at first—and although using the mouse is a must in manyways, you should never overlook the power and usefulness of the keyboard
Figure 1-1 The eight main screen interfaces of 3ds Max
Most commands in 3ds Max can be executed with shortcut keystrokes For example, to change theactive viewport from Top view to Left view, simply press L Keyboard shortcuts make using the key-board a fast and efficient way of executing commands If you find yourself using the screen interfaces
to execute the same commands over and over again, it would be wise to invest a small amount of timelearning the keyboard shortcuts for those commands and try using them for a while to see how ben-eficial they can be Refer to Appendix D to see a list of all of the keyboard shortcuts relevant to archi-tectural visualizations If a shortcut doesn’t exist for a particular command, Appendix C will show youhow to create your own
Trang 40The mouse is also a critical interface through which you work One feature on a mouse that’s anabsolute must, as any serious user would agree, is the scroll button (often in the form of a wheelbetween the left and right buttons) This additional feature allows you to pan and zoom, which areprobably the two most frequently used commands in 3ds Max Without the scroll button, you have tointerrupt other commands to execute a zoom or pan
A scroll button gives you two additional benefits First, you can easily rotate your view by dragging themouse while holding the Alt key and the scroll button on your mouse Second, if you press and holdboth Ctrl and Alt, you can zoom in and out of your scene by dragging the mouse up or down
Menus
Although most commands in 3ds Max can be executed through the use of menus, the time needed toexecute this way is much greater than with other interfaces With the exception of a few tools notfound in any other interface, I don’t use the menus at all
Notice the underlined letters in the default menus shown in Figure 1-2 You can use the keyboard toquickly open a menu by holding the Alt key and pressing the key of the letter that’s underlined Youcan then execute a command by pressing the key for an underlined letter of a submenu command.Holding the cursor over a submenu command that has an arrow to the right of it opens another sub-menu for that command I dislike menus so much because it takes several keystrokes or precise andslow movements of the mouse to get to the command you want There are better ways For this rea-son, I avoid using menus whenever possible and won’t spend time covering them here Certain fea-tures that can only be accessed through the menus, however, will be discussed in the chapters thatcover those features
Figure 1-2 The default 3ds Max menus
Figure 1-3 The Main toolbar