3D MAX BASIC S. Tools Modeling Materials Lighting Animating & Rendering Skills. A Beginners Guide. Instructor: Robert Schuchman

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3D MAX BASIC S Tools Modeling Materials Lighting Animating & Rendering Skills A Beginners Guide Instructor: Robert Schuchman

Common Tools The interface of 3D Max is complex and confusing. Thankfully, there are only a handful of buttons and settings that you need to know to get started. TWELVE COMMONLY USED COMMANDS, BUTTONS AND PROCEDURES 7. Undo & Redo 8. Reflect Tool 4. Modify Panel (Click to modify an object & to see Modify List (Bend, MeshSmooth etc.) 5. Material Editor add textures & colors Top 2. Transform Tools Select & Move Select & Rotate* Select & Scale Perspective 1.Create Panel Geometry Shapes Lights Camera *Use this tool only if you want rotate an object 12. Quick Render Front Right 11. Make Key - Sets the timing of a modifier. 10. Auto Key - Turns on animation mode. 3. Zoom-Centers all objects into viewports. 9. Key Filters 6. Arc Rotate - Spins viewer around object - Use this "only" in the perspective window. MOUSE/KEYBOARD SKILLS The mouse is a useful tool when using 3D Max The Left button is for selecting and transforming (move, rotate, rescale) objects. The Center Roller will allow you move in closer to your scene. Holding the Center Roller down will let you the veiwport frame. Holding down the Left mouse button on a parameter and moving the mouse forward or backward will quickly adjust that parameter. Holding the Control key allows you to select more than one object.

Objects You model stuff and set up scenes in 3D Max using objects. Objects are found on the Create panel Helpers Geometry Systems Shapes Lights Cameras Space Warps 1. Objects used to create models include Geometry and Shapes GEOMETRY (Also called Primitives ) objects include: Boxes, Cylinders, Spheres, Cones etc. SHAPE objects include: Circles, Rectangles, Lines, Text etc. These shapes can can be turned in 3D models using several techniques shown in this booklet. 2. Objects used to set up your scene include Lights and Cameras LIGHTS For our purposes we will use Standard lights CAMERAS

Objects-Primitives Primitives are basic geometry objects. You can use primitives (and Extended Primitives) to make simple stuff like tables, lamps and even funny characters. Below are some examples of the primitives that come with 3D Max. Cube torus cone pyramid cylinder sphere Making a Primitive Primitives are located on the Create Panel teapot tube A simple table made from a box and four cylinders Select box and then click in the Perspective viewport and first drag the base of the box then release the mouse button and move the mouse upwards to make the height of the box Adjusting Primitive Parameters 1. Select the Modify button. Stack 2. The parameters for the box are located under the Stack NOTE: If you adjust a primitive s parameter while using the Auto Key it will record the change and you have then created an animation.

Modifiers Modifiers change the shape or behavior of a model. There are dozens of modifiers on the Modifier List but in this class we generally use only a handful. Commonly use modifers include: Modifier Panel Modifier List Bend Edit Poly Stretch Noise FFD

Sub-Object Level All Geometry and Shapes (Objects) in 3D Max are made of a combination of sub-object parts. You can place the Edit Poly modifier on 3D objects or the Edit Spline modifier on 2D objects and access their sub-objects. You may then select and move them to develope your models. Here are some Sub-Object modeling techniques. These are the Sub-Objects for a box: Vertex Edge Border Polygon Element Select a vertex and apply a chamfer. The vertex will split into 3 and create a 3 sided polygon Select a vertex and apply an extrude. The vertex will become a 3 sided point. Select an edge and apply a chamfer. The edge will split into 2 and create a 2 sided polygon. Select a polygon and apply an extrude. The poly will grow 5 more sides. Select a polygon and apply an inset and a second polygon is made inside the first. Apply a Bevel and the polygon will grow and shrink (or expand) depending on how you move the mouse! These are the Sub-Objects for the letter T. A text shape found in the Shapes panel: Vertex Segment Select a Vertex and reshape the Select an Edge and use Divide to 2D shape. add more vertices. Spline Select the Spline and click Outline. Select a corner Vertex and round the corner of with the Fillet tool.

Poly Modeling Box (Poly) modeling is the most powerful and versatile technique for modeling objects in 3D. Just about anything you can think of can be modeled using this method. The simplest way to learn Box Modeling is to, well, start with a box. Boxes are found on the Create panel, under Standard Primitives. Next, apply the Edit Poly modifier found on the drop down Modifier List. Open the Edit Poly modifier and select Polygon. Box Then select Extrude. Finally, click on one of the sides of the cube, hold the mouse button down and move the mouse. A new set of polygons will appear. Continue clicking sides of the cube to make a more complex shape. Try the Bevel tool. This tool with extrude and resize the face of the polygon. Experiment with the other tools on the panel. Box with Edit Poly modifier attached and Extrude and Bevel tools applied. A simple automatic weapon made using the box modeling method Use the Move tool to move the vertices, Edges & Polygons to sculpt your design. Example of a Box Modeled Character (Sequence) Final model with TurboSmooth modifier and textures added NOTE: You don t need to start with a box to Box Model. Any 3D object will do... a sphere, a cylinder, a tube. As long as you put the Edit Poly modifier on it, you can Box Model.

Lathing Lathing is a modeling technique where a spline (line) is spun around a central axis to create a three dimensional object. First draw a shape using the Line tool. Next, add the the Lathe modifier on top of the Line. Open the Axis to set the proportions of the new 3D object. Line tool used to draw the profile of the object to be lathed Adjust the Parameters to refine the shape. PARAMETERS Degrees - How far around the line spins. Weld Core - Removes the pucker. Line after Lathe modifier is added. Flip Normals - Sometimes the inside needs to be flipped to the outside. Segements - Smooths the 3D objects. Capping - Covers holes if you don t set the degrees to 360. Direction - Which way the line is lathed. Align - Adjusts the Axis. Examples of Lathed objects A cup lathed from a spline A baseball bat lathed from a spline A car tire lathed from a spline.

Extruding Lathing is a modeling technique where a spline (line) is stretched to create a three dimensional object. One of the most common spline objects to extrude is text. First, locate the text tool in the Shapes panel. Type your name or a message. Drop down the Modifier List and select the Extrude modifier. Adjusted the parameters. Examples of Extruded objects Mouldings for interiors of rooms Walls for a home design

Compound Objects: Booleans Booleans are a way to make two or more objects interact to create a new object. Typically the Boolean process invloves Subtracting geometry. 1. Begin by making some geometry, let s say a sphere. 2. Next create a tube and then a box. 3. Arrange the three meshes so they intersect 4. Select the Sphere. Examples of Booleans objects Revolver Cylinder 5. Open the Create panel and drop the menu to Compound Objects 6. Select ProBoolean. Swiss Cheese 7. Click the Start Picking button select the cylinder and then the box.

Compound Objects: Lofting Lofting is a modeling technique where two or more shapes (splines) are stretched and blended along a path. 2. Next, select the path and open Loft 1. Begin by making 2 shapes and 1 path ( Create > Compound Objects > Loft) Shape 1 Shape 2 3. Click Get Shape button & select Shape 1. Path 4. Adjust the Path to 50%. This makes room for the nextshape. Examples of Lofted objects + + 5. Click Get Shape, again and select Shape 2. 6. Turn off Display Skin Button 50.00 7. By adjusting the Path settings, you can add as many shapes to the path as wanted. 8. Open the Scale panel. It is found at the bottom of the Loft panel. Gentlemans Pipe Bottle with glass texture Human Intestine 9. By adding Corner Points and moving them about, you can model the new 3D object. Corner Points + + + Note: Right click on a Corner Point to turn it into a Bezier Curve.

Cameras Cameras allow you to control the look of your scenes and animations. Just as in real life, 3D Max has an variety of camera types, complete with different lens and options. 1. The fastest way to set up a camera is to go into the Perpective viewport and do rough set up of how you want the scene to be viewed. 2. Go to the Views menu and select Make Camera From Viewport 3. Don t forget to turn on Show Safe Frames. This shows you the edges of the picture frame. The camera, like any other object, can be selected and then modified in the Modify panel 15mm 50mm 200mm The same scene using 3 different camera settings

Lighting: Basics Lighting scenes for films or video games is an enormous job requiring specially trained artists. These are some simple tips to learn basic lighting. To practice, set up a simple scene with a plane and a teapot Use a Standard style light. It s easy to set up and adjust. Then, select a Target Spot. In the Front Viewport, click and drag the light from above the teapot, to below the teapot. As in the diagram below. Next, turn on the settings in the Perspective Viewport to match those in the diagram below. Set the parameters to match those below.

Lighting: Presentation When you present your animation for review/grades you ll need to use more than one light. To get the best effect a High Key light and a Low Fill light should be used. The Key light is the main light for the scene. The Fill light lightens the dark side of the your models. To practice, set up a simple scene with a plane and a teapot and the two lights. The High Key light is placed above and in front of the primary object in the scene. Make sure that its Shadow button is turned on. The Low Fill light is to the side of the primary object. Turn its Shadow on only if it makes the scene look better.

Materials: Color Applying a material to your model can be simple or complex, it depends on the model and what you want to do. This is simple way to color texture a model. The Material Editor is open by clicking this button Select a material sphere and drag it to your model. Always add a UVW Map modifier. Get in the habit of naming your textures Change the color by clicking here. Adjust the surface shine with these two parameters.

Materials: Bump Maps A bump map is a texture the makes the surface of your model look bumpy... or dimensional. Bump maps are simple black and white images. Where the image is black it will make the model look sunken. Where it is white, the model surface will stick out. 3D Max comes with some premade bump maps like Noise and Cellular. Or... You can make you own bump maps using PhotoShop and/or Illustrator. An orange without a bump map and with the 3D Max Noise bump map. ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ This tire tread design was made in Adobe Illustrator then saved as a JPEG. It was then applied to a tire made in 3D Max using the lathing technique.

Materials: JPEG Maps A JPEG is just a file name for a photograph that is stored in your computer. In this case you re going to wrap a photograph of some wood around your model. 1. Click here. Select Bitmap. Then find the photo you want to use. The Material Editor is opened by clicking this button. 2. Select a material sphere and drag it to your model. Always add a UVW Map modifier. Get in the habit of naming your textures. Adjust the surface shine with these two parameters. NOTE: On our system, you can find a whole library of JPEG textures on the I Drive. Make sure the Real World Map is turned off. Or, you can go to www.cgtextures.com and find a large library.

Animation Just about everything in 3D Max is animatible. You can animate models, lights and cameras. You can animate the texture/color on an object: animate the color of the lighting in a scene. Below are a few simple steps to get you started. In this animation, you ll move a teapot over to a heating element (cylinder), then stretch the teapot as if it suddenly reacted to the heat from the hot element. 1. First, make a flat cylinder in the middel of the perspective view. Next, make a teapot. Move the teapot off to the side of the cylinder. 2. Then make sure all Key Filters are turned on. This will ensure that the stretching starts when we want it to start and not at the beginning. 3. Turn on the Auto Key. It and the Timeline will turn red. In this mode, anything you move wil be recorded as animation. 4. Slide the Scrubber to frame 1. 5. Move the Teapot onto the cylinder and then move the Scrubber to frame 30. Note the Key Frame appear on the Timeline 6. Add the Stretch modifier to the Teapot stack. 7. Move the Scrubber to frame 50 and click the Make Key button 8. Move the Scrubber to frame 60 and increase the Stretch to 1.0 9. Continue to decrease and then increase the Stretch parameters, while moving the Scrubber. Try an acheive a comic like bounce effect. 10. Click the Play button.

Biped Biped is 3D Max s pre-made character animation rig. All you need to do is size it to your characters proportions and link using the Skin modifier. TIP: Use a character model that has a slender quality. Slender figures are easier to attach to the Biped than are heavy. 1. The Biped is found under the Systems panel. 2. Click and drag the Biped in the perspective viewport. Make sure you do it from the very center of the grid. 3. Make the height of the Pelvic bone on the Biped match that of your character. 4. Adjust the Biped in the Motion panel in Figure Mode : a. Set Spine links to 1 b. Adjust height, if needed, to math pelvic bones. 5. Move your character over to the Biped. 6. Now you will adjust the Biped bones to match the shape of your character. To Scale or Rotate a Biped bone, use the scale and rotate tools and set the coordinate system to Local. Adjust the bones in the side view as well. To move a Biped bone, use the move tool and set the coordinate system to View.

Bipedcontinued Next, you will apply the Skin modifer to your character (Not to the Biped!). The skin modifier links the your character to the Biped. 1. The Skin modifier is on the modifer list. 2. Place the modifier and click on Add Bones. 3. Select all the bones except the COM (Cneter of Mass) and click select. 4. Select the Biped and return the to Motion panel. 5. Click Foot Step mode. 6. Click make Foot Steps and set to 10. 7. Click the Create Keys button. 8. Click the Play button.

Bipedcontinued If your character distorts when it moves, then you need to adjust the envelopes. This can be a tricky task, but with patience, you can succeed. Envelope The envelope has an inner (Red) and an outer (Brown) adjusting loop. The size of the adjusting loops are controlled with the square vertices. Running down the center is another control for setting the length and position of the envelopes. Click and move the vertices. The degree of envelope influence on the character mesh is indicated by color

3D Vocabulary General Terms Geometry - A 3D object comprised of polygons. Shapes - A 2D object comprised of segments Modifier - An attachment to 2D or 3D object designed to alter it in some manner Parameters - Adjustable settings Objects - Geometry, Shapes, Lights, Cameras etc. Viewports - Windows in 3D Max where objects can be manipulated. Transform - To move, rotate or rescale using the transform tools. Clone - To duplicate an object. Modeling Terms Box Modeling - Modeling geometry at the sub-object level. Edit Poly - The modifier applied to geometry for box modeling. Lathing - Turning a spline around a central axis. Lofting - Stretching a shape(s) along a complex path. Extruding - Stretching a shape along a simple path. ProBoolean Subtraction - Subtracting one mesh by usaing another Vertex - The smallest part of geometry or shape. Edges - Two vertices that are connected make an edge. Polygon - Three or more edges connected make a polygon. Hi Poly Model - A model made with many polygons. Low Poly Model - A model made with few polygons. Material Terms Texture - The surface quality of a 3D model. Bump Map - A map that makes a surface look bumpy. Displacement Map - A map that changes the geometry of a 3D object. Standard Texture - A simple texturing system. Raytrace Texture - A complex texturing system that allows for realistic reflections and transparency. Arch and Design - A complex texturing system that allows for realistic reflections and transparency. UVW Map - A modifier that instructs 3D Max how to wrap a texture around a 3D model. Animation Terms Timeline - The bar at the bottom of the 3D Max interface. Scrubber - The toggle on the timeline that you can slide right or left to show animation. KeyFrame - A frame that defines the starting and ending points of a smooth transition. Curve Editor - The 3D Max panel that allows for manipulation of animation. Rendering Terms Render - To turn a 3D scene into a JPEG, QuickTime Movie or other end product. Active Time Segment - The number of frames to be rendered. Output Size - The proportions and pixel settings of the rendering. Scanline - The default renderer for 3D Max. Mental Ray - An optional, higher quality renderer.