Tuesday, February 24, 2009

Saturday, February 21, 2009

cup

This tutorial needs you to understand basic use of 3dsmax.

Modeling A Mug This simple tutorial is for 3dsmax beginner user. This tutorial will show you how to use Lathe modifier, and couple of Editable Poly features like Connect, Hinge From Edge, and Inset to model a mug. You will be able to model a mug in couple minutes.

1. First, create a new 3dsmax document. Go to Customize>Grid And Snap Settings and make sure Grid Points is checked. Now, in Create tab, click Shapes and click Line button. In Creation Method rollout, choose Corner for Initial and Drag Type. Before you draw a line, activate Snap first. Now, in Front viewport a line like image below.

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2. In Command Panel, click Modify tab. Activate Vertex selection in rollout Selection. Select one vertex in the corner and raise Fillet value up. Fillet is located in rollout Geometry. Its corner will be rounded. Use same technique to other corner. When finished, de-activate all sub-object selection.

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3. Make sure your line object is selected. Choose Lathe modifier from drop-down Modifier List. In rollout Parameters, check Weld Core, and Flip Normals. Weld core used to weld all vertices around Lathe axis. Flip normal used to backflip normal, and make the surface visible in viewport. Use Min for Align. Your mug will look like image below.

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4. Next step, we will create a handle. Right click object and choose Convert to Editable Poly. Activate Edge selection. Using region selection, select all vertical edges in Front viewport. In Edit Edges rollout, click Settings button right next to Connect. In Connect Edges dialog box, enter Segments=5 and click OK. As result, vertical polygon now divided into 5 segments.

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5. You may follow this step if you want mug's handle thinner. If not, go directly to next step. Change selection to Polygon. Choose 2 polygons like image below. You need to change Perspective viewport into Edged Faces view (press F4 in keyboard) to select polygons easily. In Edit Polygons rollout, click Inset button. Click and drag in viewport to make an inset (smaller size polygon) to those polygons.

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6. Select a polygon in upper part of mug. In Edit Polygons rollout, click Settings button right next to Hinge from Edge. A dialog box will appear. Click Pick Hinge button, click an edge in the middle part of mug (look at image below). Use spinner to change Segments to 8 and Angle to 160 degrees. When you change these values, an arched handle created. Click OK when finished.

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7. Next, we need to fix lower part of handle. Select polygon in the farthermost part of handle and polygon facing it in mug body. In Edit Polygons rollout click Bridge button to connect handle to mug.

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8. De-activate all sub-object selection. Now, finish this tutorial by adding a TurboSmooth or MeshSmooth modifier to your mug model. Image below shows finished and rendered model.

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Saturday, February 14, 2009

Modeling A Dolphin Part 1

Convert plance into Editable Poly. Go to Modify tab. Activate Edge selection.Then, select one edge like image below.

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2. Activate Select And Move tool. While holding Shift, drag edge to the right to create copy of polygon. Do it 4 times until you get polygons like image below. Next, repeat the same process with the left side. This time, Shift+drag 6 times. You can look at image below for reference.

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3. Change selection to Vertex. Move vertices to shape dolphin's body.

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4.When finished, change selection back to Edge. Select all vertical edges ( For easy selection, just select one edge and click Ring in Selection rollout). Then in Edit Edges rollout, click Settings button right next to Connect. Fill Segments=2. Click OK.

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5. Then, select all vertical edges in upper body. Use Connect Settings again. This time use Segments=1 and Slide=-54. You will get connecting edges close to upper edges.

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6. Repeat above process to create connecting edges at the bottom of body.

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7. Change selection to Vertex. Move vertices located at the middle of body. Move them along X axis. Your dolphin's body will get volume. This process here is a tedious, long, and need patience. A lot of tweaking is required here. Use image below for reference. Tips: Begins with middle vertices, the outer vertices.

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8. Dolphin's basic body is finished. We will continue in the Part 2 tutorial to add fin and tail. If you find it hard to create this basic body you can download 3dsmax file here.

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1. Continue with previous lesson or you can download 3dsmax file here. This time, we are going to create pectoral flipper. In Left viewport, select a polygon like image below.

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2. In Edit Polygons rollout, use Bevel three times to create pectoral flipper. Everytime you add Bevel, you need to adjust its polygon position and size.

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3. Next, let's move to dorsal fin, a small fin at the back of dolphin. Change selection to Edge. Select one edge like image below. Shift+drag three times to create more polygons. Everytime you shif drag, scale the edge, and move to its position to match the background image.

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4. Next step, we will add depth to dorsal fin. Select all horizontal edges in dorsal fin. Use Connect Settings to add edges. Use parameters like image below.

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5. Now, change selection to Vertex. Move vertices in the middle to give dorsal fin a depth.

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6. Next step is to create a tail. Change selection to Polygon. In Left viewport, select 6 polygons at the tail part of dolphin.Use Extrude three times. Everytime you add extrusion, adjust vertices to shape a tail. Use image below for reference. Next in Part 3 tutorial, we are going to adjust dolphin's head. Finished file of this part 2 tutorial can be downloaded here.

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You may want to download previous exercise file here (3dsmax 8 format, zipped). If you have followed previous tutorial, then use your own model. Now, look at dolphin's head area. In Left viewport, select all horizontal edges like image below. Then, use Connect Settings with parameters Segments=2, and Pinch=65.

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2. After that, change selection into Vertex. Adjust vertices to create nose volume. Also, move vertices a little bit in areas shown with arrows. For dolphin's nose I add more length, different from blueprint image..

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3. We will adjust dolphin's head more. Select all horizontal edges like image below. Use Connect with Segments=1. Then, move vertices to shape head a little bit more rounded.

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4. Next step, let's give an eye. Use Vertex as selection tool. Select one vertex in the eye area. Use Chamfer to create a square shape. Then, select all edges in that square shape. Use Extrude with negative value to give an engraved look. Your dolphin has an eye now. Part 3 finished file can be downloaded here.

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Continue your previous tutorial lesson or download exercise file here (3dsmax 8 format, zipped). De-activate all sub-object selection. In Modify tab, select Mirror modifier from Modifier List. Use Mirror Axis=Z and activate Copy option. You will get another half of dolphin's body. Then, add another modifier, Turbosmooth.

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2. After you applied Turbosmooth, do a test render, you may notice a seam between right and left body. It is usual thing to happens, whenever you model any objects using a half side method.

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3. Now, we are going to remove the seam. First, in Modifier Stack delete Turbosmooth modifier. Then, in viewport, right click on dolphin object, and choose Convert to>Convert to Editable Poly. Now, we are ready to remove the seam. In Modifier Stack, activate Editable Poly row. Activate Vertex selection. In Front viewport, select all vertices in the middle of dolphin's body. In Edit Vertices rollout, click Settings button right next to Weld. This tool is use to combine 2 or more vertices into 1. Use your own Weld Threshold value or use value like image below. Notice Number of Vertices before and after welding. Click OK.

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4. De-activate all sub-object selection. Apply Turbosmooth modifier. Do a test render. Now, all seams have gone away.

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4. Dolphin model is finished. Finished dolphin model can be downloaded here.

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