3DS Max Tutorial Surface, Shell, Editable Mesh and Mesh Smooth. This is a tutorial that shows how to use the 3D Studio Max modifiers Surface and Shell and how to work with meshes. To start with you really need to plan out what it is that you want to create. If you are new to this then this can be a quick pencil drawing of what you want to make. There are a few things to bear in mind. 1. If this is symmetrical then we are going to model half of it and copy. 2. Keep it simple to start with and then work from there. In a nutshell we are going to create a model of this spaceship (Fig 1.) by creating interlocking splines, use the surface modifier to cover them, applying the Shell modifier to give it depth then convert to editable mesh and smooth out. Finally give the model a second side by copying it. Fig 1. Yep, it s a mildly pathetic drawing of a medical ship orbiting a planet (imagination is required). Right, let s plan this. We ll make the ship first and then create the planet and so on. Lighting we ll leave until last. The ship is symmetrical so we ll only make half, then copy.
There are a few useful functions inside Max that will help us do this. Max has a very useful snap function that will make sure all the points we create are on top of one another. - Snap Icon. Right clicking on this icon brings up the following menu: Make sure only Vertex is checked then close. This will automatically move the next created vertex to the same position as the one you are over (you ll see in a minute, bear with me) so that they are aligned. Alignment is paramount as without alignment you will not have closed polygons. As far as viewports are concerned it depends on whether you are left or right handed. Lefties will have the left viewport, righties the right viewport. The bottom of the top viewport is the front of the model. Good, let s begin. Select Line from the Splines menu:
I work with the outline first in the right viewport, but this method is flexible enough to allow you to do as you please. New Lines are naturally editable splines, as a matter of interest. In the right viewport create a shape that looks as follows (when asked if you want to close the shape say yes.):
If this is the first time you are working with lines please be prepared to do this a few times. The important thing is that there are equal numbers of vertices on the top line as there are on the bottom line. This is extremely important. The vertices at the front of the model are new attachment points, and this is where we will continue. Make sure the snap icon is on. Go to the modify tab, click on where it says Line which will go yellow: If you scroll down a bit you will find a button that says Create Line, press this. If you hover over the vertices in the front you ll see a larger cross appear in a light blue colour. This is the snap in action. Now we are going to create the contour lines. Create two new lines as follows:
Now these contour lines are moved to create the contours. This is best done using a combination of the top and right viewports. At the end you should get something similar to this:
The next step is to create the vertical join lines. This will create the individual 3 or 4 sided polygons.
In the modifiers menu pick the surface modifier from the list. Apply the modifier. Very important as we are going to use mesh smooth make the Steps in the Patch Topology equal to 0. If you can t see the model then click the Flip Normals tick box. Now you should have something that looks like the picture below. If there are gaps then there are vertices that haven t lined up. Select the two that should be lined up and select the Fuse button.
Ok, looks like it s getting there. Half of the model is complete. I will add the nacelles now by extruding individual mesh polygons and manipulating the vertices (bear with me, you ll see). So, first I ll make the model into a mesh. Right click on the model and select Convert To / Convert to Editable Mesh. On the right hand side there should be a few buttons in red, select the one as below: Now select the three most rear polygons on the model: Go down and extrude them, I selected 70 but whatever looks good to you. Your model should now look a little like this:
Do not worry that it is a bit jagged, when the modelled engines are added it ll look good. Now go to the modifier list and add a Shell modifier. Make the outer amount 0 and the inner amount 1. Right click on the model again and convert to editable mesh. Saving here is a good plan. Now go to the modifier list and select Mesh Smooth. Set the iterations to 1 and the model should look like this: Right click and convert to editable mesh. You should notice that there are a ton more polygons now! The next thing is to copy. This is a mirror copy, so select the button that looks like: This box will pop up, select as below.
With one half selected click on the attach button and select the other half. The model is completed. In its rendered state it looks like: Now, here s the thing. Tutorials are here to inspire so I will allow you to complete the model on your own. Please, if you do complete it, show the results. I will finish this and post my version. Peace folks.