Extrude STEP 01: open the class-08 3ds Max file _ select the ellipse _ command panel / modifier list _ select Extrude _ set the extrusion Amount: 400 _ STEP 02: with the perspective viewport current press the F3 key to toggle to wireframe _ set the segments: 6 _ (notice: the tower is now vertically divided into 6 equal sections) 1 Taper STEP 03: command panel / modifier list _ select Taper _ under Parameters set the Curve: = 2 _ set the Amount: = -0.3 _ re-name the Ellipse to: Tower Skin 3 STEP 04: Ctrl +V _ select Copy from the clone window _ name the copy: Slabs Mesh _ click OK 2 4 1
STEP 05: right-click & select Hide Unselected from the flyout _ delete the Taper modifier _ set the Height Segments: = 20 Edit Mesh 5 delete modifier 7 STEP 06: command panel / modifier list _ select Edit Mesh _ click on the + to expand Edit Mesh _ activate Edge _ from the main toolbar change the selection type to window _ while holding the Ctrl key use a window selection to select each Horizontal edge excluding the top 2 STEP 07: scroll down in the command panel _ click on Create Shapes From Edges _ re-name it Floor Slabs _ click OK _ de-activate Edge _ right-click _ select Hide Selection from the flyout Extrude STEP 08: select the Floor Slabs _ command panel / modifier list _ select Extrude _ set the extrusion Amount: 1 _ change the height segments to: 1 6 8 2
STEP 09: right-click & select Unhide by Name _ unhide Tower Skin _ select Tower Skin _ in the modifier stack right-click on the Taper modifier & select Copy _ select the Floor Slabs _ command panel _ right-click on the extrude & select Paste Instanced STEP 10: select the Tower Skin _ Alt+ X to turn on X-Ray mode Slice right-click on Taper right-click on Taper 11 STEP 11: command panel / modifier list _ select Slice _ click on the + to expand slice _ activate Slice Plane _ move the Slice Plane to the top of the tower & rotate as shown in the step 19 Image 9 STEP 12: under Slice Parameters _ check on Remove Top _ de-activate Slice Plane _ unhide all _ delete Slabs Mesh _ Ctrl +S 10 12 3
STEP 13: select Tower Skin _ Ctrl+V _ select Reference _ name the reference: Tower Skin Structure _ click OK 13 Edit Poly / Topology STEP 14: command panel / modifier list _ select Edit Poly _ below the main toolbar from the ribbon click on Polygon Modeling _ select Generate Topology 15 STEP 15: from the Topology window click on the Diagonal Grid STEP 16: click on the + to expand Edit Poly _ activate Polygon _ Ctrl+A will select all of the polygons 14 16 4
STEP 17: scroll down in the command panel _ under Edit Polygons click on the settings button for Inset _ set Inset Type: By Polygon _ set Inset Amount: 6 _ click OK _ press the Delete key Shell STEP 18: command panel / modifier list _ select Shell _ (note: the shell modifier extrudes in two directions) _ set the extrusion amount = 3 in both directions Mesh Smooth STEP 19: command panel / modifier list _ select Mesh Smooth _ set the Subdivision Method: = Classic STEP 20: scroll down _ under Parameters reduce the Strength: =.1 17 19 18 20 5
Output STEP 21: command panel / create / cameras / Target _ click hold & drag in the top viewport 23 STEP 22: command panel / modify _ set the lens to 28 mm STEP 23: right-click in the perspective viewport _ type C on the keyboard STEP 24: from the main toolbar click on the first teapot (render setup) _ under Output Size set the Width = 500 & the Height = 800 _ click on the Lock _ click on Force 2-Sided Ctrl + S 21 click hold & drag 22 24 6
STEP 25: Shift + F (show safe frame) STEP 26: move the Camera to a world Z: 40 _ move the Target to a world Z: 100 STEP 27: from the main toolbar click on the Last Teapot (render) STEP 28: select the object named Structure _ type shortcut M to bring up the material editor _ click on Get Material 25 move the camera 27 move the target 26 28 7
STEP 29: from the Material/Map Browser _ double-click on: Arch & Design STEP 30: click on Assign Material to Selection _ rename the material to: Metal _ re-render _ (notice the metal material was also applied to the surface) STEP 31: from the material editor menu click on Options _ un-check Propagate Materials to Instances (& references) STEP 32: select object Surface _ make a new material _ assign it to the selection _ name it: Glass _ under Templates _ select Glass (Thin Geometry) 29 31 assign material 30 32 8
STEP 33: Render STEP 34: select object Tower Skin _ right-click in the viewport _ select Hide Unselected from the flyout _ Alt+X (turn off X-Ray Mode) _ make a new material _ assign it to the selection _ name it: Metal Cutout _ click on Show Map in Viewport 33 STEP 35: scroll down in the material editor _ Under Special Purpose Maps click on None for Cutout _ double click on Bitmap _ browse for Metal-Cutout.jpg STEP 36: in the material editor under CoOrdinates _ uncheck Use Real-World Scale 35 show map in viewport 34 36 9
STEP 37: command panel / modify _ frmo the modifier list add a UVW Map _ set it to Box _ Uncheck Real-world Map Size STEP 38: notice the orange UVW Map bounding box STEP 39: set the Length, Width & Height = 50 STEP 40: in the material editor click on the pull down menu & select Metal Cutout to go to the main page 39 37 UVW 38 40 10
STEP 41: click on the Diffuse Color _ set it to any color _ click OK Diffuse color STEP 42: right-click in the viewport & unhide the Slabs _ select Slabs _ in the material editor get a new material _ assign it to the selection _ name it: Slabs STEP 43: right-click in the viewport & select Unhide All _ select the object Tower Structure _ assign it the metal material _ change the Diffuse Color of the Metal STEP 44: make top viewport current _ command panel / create (first tab) systems (last button below tabs) _ click on Daylight click Yes in the pop-up window 41 43 42 44 11
STEP 45: click and hold in top viewport to create compass size _ release mouse button _ click NO _ move mouse to position the height of the sun _ click to end from the command panel click on the modify tab (second tab) _ change the Skylight to IES Sky 47 create a box STEP 46: render STEP 47: press 8 on the keyboard _ from the Environments & Effects window change the Background color to White 45 STEP 48: create a Box for a ground plane as shown in image 28 _ re-render 46 48 12
STEP 49: from the main toolbar click on the First Teapot (render setup) _ set Area to Render to : Blowup STEP 50: set the Height = 2000 pixels STEP 51: set the size of the Blowup window as shown in image 31 STEP 52: Render _ save the image as your: initials-class-09.jpg Ctrl + S to save the MAX file 49 51 Class Assignment 09: Create one 800 w x 600 h pixel jpeg that has: a plan, elevation & 3D view labels & descriptions Arch 427 Your Name Class Assignment 07 Homework Assignment 05: Using the Class-08 & 09 tutorials; design and create your own conceptual project. Your project should have floor slabs & a skin component Create one 800 w x 600 h pixel jpeg that has: a plan, elevation & 3D view labels & descriptions Arch 427 Your Name Homework Assignment 05 Before next class upload Class Assignment 09 & Homework Assignment 05 50 52 13