Sunday, February 22, 2009

Modeling Furniture in 3DS Max (part 2)

In this lesson you learn how to use the Bevel modifier to create a table top.

  1. Type T to display a top view of the model.
  2. Select the Zoom Extents All icon.
  3. From the Create menu at the top of the screen, choose Shapes then Rectangle.

  4. Click and drag to create the rectangle shown in the image.

  5. Select the Arc Rotate icon in lower right corner of the screen.
  6. Click and drag to display a 3D view of the model.
  7. Using the techniques demonstrated previously, zoom in so you can see the table legs as well as the rectangle.

  8. Select the Modify tab.
  9. From the Modifier List, choose Bevel.

  10. Under the Bevel Values rollout, under Level 1 type 2" to make the table 1 inch thick.
  11. In the Level 1 Outline area, type 1" to make the table top 1" larger at the top than at the bottom.

  12. Press F3 to display a wireframe view of the model if required.
  13. Select the Level 2 check box.
  14. In the Level 2 Height Spinner, type 1"
  15. In the Level 2 Outline Spinner, type 2".
  16. Select the Level 3 check box.
  17. In the Level 3 Height Spinner, type 1", this makes the table top one inch thick.

  18. Type L to display a Left view of the model.
  19. Move the table top up to the top of the table.

  20. In the command panel, choose the Generate Mapping Coords. check box to turn it on. This will make
  21. sure the materials you apply to the table will render on the table top.

  22. Use the techniques demonstrated previously to assign the Wood-Burl Oak material to the table top.
  23. Use the techniques demonstrated previously to make all the elements of the table part of a group called Table.
  24. Type C to display Camera view.
  25. Render the scene.

You will find our version of the scene to this point in 0701b.max unpacked from the m0701a.exe self-extracting executable.

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Modeling with the Taper and Shell Modifiers

In this lesson you learn how to create a lamp shade by extruding and tapering shapes.
  1. Type T to display a top view of the model.
  2. From the Create menu at the top of the screen, choose Shapes, then N-Gon.
  3. Click and drag on the yellow light in the scene to create the N-Gon shown.

  4. Select the Modify tab.
  5. From the Modifier list, choose Extrude.
  6. Type 3' to make the lamp shade 3 feet tall.
  7. In the Segments spinner type 10. This will make the taper you will apply later smoother.
  8. Remove the checks from the Cap Start and Cap End check boxes. This will make the lamp shade open at the top and bottom.
  9. Select the Generate Mapping Coords check box.

  10. From the modifier list, choose Shell. That will create surfaces on the inside of the box as well as the outside.
  11. Type 2 to specify that you want the walls of the lamp shade to be 2 inches thick.

  12. Type L to display a side view of the model.
  13. Select the Zoom Extents All icon again.
  14. Move the lamp shade up.

  15. From the Modifier list, choose Taper.
  16. In the Amount spinner, type -.3. This will make the shade smaller at the top than at the bottom.
  17. In the Curve spinner, type -.3, this will make the shade curve in.

  18. Use the techniques just demonstrated to modify the lamp pole so it looks something like the one shown.

  19. Select the + associated with the Taper modifier in the modifier stack.
  20. Select Gizmo.
  21. Move the yellow gizmo that has appeared on the lamp up. This lets you position the taper effect.

  22. Select Taper in the modifier stack. This makes it so you are no longer editing the gizmo.
  23. Type M to display the Material Editor.

  24. Apply the Lamp Shade - Radiosity material to the lamp shade. It gives off light like a light bulb when you render with radiosity.
  25. Apply the wood material to its left to the tapered cylinder.
  26. Turn the lamp elements into a group called Lamp.
  27. Using the techniques demonstrated previously, create an instanced copy of the lamp on the other side of the table.

  28. Type C to display a camera view.
  29. Select the Display tab.
  30. Choose Unhide All

  31. From the Rendering menu, choose Render.
  32. Make sure the Use Advanced Lighting and Compute Advanced Lighting When Required check boxes are on.

  33. Make sure that under the Assign Renderer Rollout, the Production renderer is the Default Scanline Renderer. This scene is not configured to work with the Mental Ray rendering engine.
  34. Choose Render to render the scene.

Tip:

Advanced Lighting's Exposure Control Options can have a major impact on how your images render. From the Rendering Menu, choose Advanced Lighting, then Exposure Control. Select . Then Render again. Note that the scene is far too bright. Previously MAX was correcting the image so it was not over exposed.

You will find our version of the finished scene in 0701d.max unpacked from the m0701a.exe self-extracting executable.

www.complete-support.com Copyright ©1997-2005 OpenCAD International, Inc.
DO NO T DUPLICATE. DO NOT DISTRIBUTE. Content Watermarked

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