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Table - 3ds Max Modeling Tutorial

Monday, October 25, 2010 0 comments
This 3D modeling tutorial is about how to create a Table in 3d Studio Max 2011. 3d modeling Tools such as Weld, Target Weld, Extrude, Inset, Chamfer, etc and Smooth modifier will be used. Let's get started.




Step 1: Open or Reset 3d Studio Max, go to Command Panel, click on Create, click on Geometry and select the Cylinder. Create a Cylinder with this setting: Radius 100cm, Height 8cm, Height Segments 1, Cap Segments 1 and 64 Sides.

Step 2: First thing to do now is to convert your Cylinder to Editable Poly, to do this just right click on it and chose Convert to-> Convert to Editable Poly from the list. Now go to Polygons selection Mode in the Modify tab on Command Panel(shortcut key is 4). Select the top and bottom polygons and apply an Inset by 3cm, press OK(check mark) to continue.






Step 3:  Go to Edge selection mode(shortcut key is 2) and make a loop selection. To do this, simply select to edges and press the Loop button(see image below to see what edges to select and loop). After you did this from Edit Edges rollout menu select the little box next to Chamfer and change to amount to 1cm and the segments to 6. Press OK.

Step 4: Go to Polygon selection mode and select the single top polygon.  From Edit Polygon rollout menu apply an Inset with amount of 40cm.

Step 5: With the same polygon selected apply and Extrude by clicking the little box next to it. Change the extrude type to Group and the amount to 8cm.

Step 6: Apply another Inset with amount of 50cm.

Step 7: Hold down CTRL and click on the Vertex in Selection rollout menu. This will convert your selection to Vertex. You now must have 64 verices selected, apply a Weld to them by clicking on the litte box next to Weld. Change the amount to 10cm, you will see all vertices snap together. If you don't just raise the weld amount.

Step 8: Go to Edge selection mode and make a ring selection. Select one edge and click on Ring(see image below to see what edges to select). Now in Edit Edges rollout menu click on the little box next to Connect. Leave the default setting(1 segment, 0 pinch and slide) and press OK.

Step 9: In previous step we divide some polygons in 2 by applying Connect. Select the top of the new created polygons(see image below). In front view simply click and drag over them or just make a ring selection of the edges, hold down CTRL and click on polygons selection mode to convert your selection. Click on the little box next to Extrude, change the Type to Local Normal and the amount to 15cm.

Step 10: As we did in Step 3 we are going to make a Loop selection of the Edges again. Select 2 edges and click on Loop(see image below for what edges to select). Apply a Chamfer with 1cm amount and 6 segments.

Step 11: Exit selection mode, click on Editable Poly in Modify tab or press 6 on your keyboard. Right click on the screen and click on Hide Selection.

Step 12: Create a Box(Create->Modify in Command Panel)with Length of 15cm, Width of 15cm and Height of 10cm. All segments set to 1. We must move it to the center of the grid. To do this change the coordinates numbers to 0 for X,Y and Z axis from the bottom of the screen.

Step 13: Convert the Box to Editable Poly, go to Polygon selection mode and select the 4 margin Polygons.

Step 14: Extrude the polygons with an amount of 50cm and Type By Polygon.

Step 15: In Edge selection mode select the edges you see selected in the image below and apply Connect with 1 segment, 0 pinch and Slide 75.
Note 1: To toggle between Wireframe and Smooth + highlights press F3
Note 2: To toggle between Edged Faces on or off in Smooth + highlights press F4


Step 16: Go to Polygons selection mode and select the 4 polygons i've selected below and apply and Extrude of 120cm and the Type Group.

Step 17:  We now must Target Weld some vertices together. Go to Vertex selection mode, click on Target Weld, after that click on the first vertex  then on the second vertex to weld them. See the below image to figure out what's happening.

Step 18: Target Weld some more vertices like you see below.

Step 19: Exit selection mode(6 on you keyboard), right click on your screen and select Unhide All.

Step 20: Select the legs of the table and using Select and Move tool in front view move them down in Y axis direction right below the table top.

Step 21: Move the 4 groups of  4 vertices like i did below. Select the first group of 4 from the right and move the a little bit to the right, the 4 from the left move them a little bit to the left and so on...

Step 22: In edge selection mode select all edges, CTRL+A to do this. Apply a Chamfer with an amount of 0.2m and 1 segment.

Step 23: Exit selection mode and select both the table and the legs. Click and drag over them with the select tool, select and move tool, scale tool or rotate tool. Click on the little square next to "2 objects selected" and change the color to brown or what ever you like.

Step 24: Select the legs, go in Edge selection mode and select the edges i've selected below. Connect them with 1 segment and 50 Slide.

Step 25: In Polygons selection mode select the 4 polygons from the bottom of the legs like i've did below. First we need to apply an Inset of 1.8cm, click OK and after that apply and Extrude with Type Local Normal and amount of 2.5cm.

Step 26: In any selection mode you like click the box next to Attach and select the Cylinder to attach them together.

Step 27: From the Modifier list apply a Smooth modifier and check the box next to Auto Smooth. We are done. Good Job!

3D Modeling Result:

If you get stuck somewhere along this 3d Modeling tutorial don't hesitate to comment and ask me the solution!

Baseball Bat - 3ds Max Modeling Tutorial

Sunday, October 24, 2010 0 comments
In this 3d modeling tutorial we will learn how to create a Baseball Bat using 3ds Max 2011. I will show you how to use 3d modeling tools such as Weld, Connect, Ring, Loop, Inset, Bevel and how to apply a Turbo Smooth modifier. So let's start.




Step 1: From the Command Panel chose Create -> Geometry and Plane. Create a plane with Length of 100cm and Width of 16.1cm. Set length and width segments to 1.
Step 2: On Main Toolbar click on Material Editor(or press M on your keyboard). Chose a material and click on the little box next to Diffuse(same place in scanline, mentalray or vray material), now select Bitmap and find your Baseball Bat image(click to open and save) on your hard drive, select it and click Open.




Step 3: Now click on the little circle next to the little square to "Assign Material to Selection", after that click on the small square like a check board to "Show Standard Map in View Port". See image below to find out where to look for them.

Step 4: Close Material Editor(hit M on your keyboard). Go to Command Panel, chose Geometry and create a Cylinder like in the image below. Radius of 2cm, Height of 88cm, 12 Height Segments, 1 Cap Segment and 12 Sides. Position it in front of the plate with the bat image.

Step 5: Right click on the Cylinder and convert it to Editable Poly. Press 1 on your keyboard or simply click on the 3 dots under Selection rollout menu to go in Vertex selection mode. Chose the Select and Uniform Scale tool from the main toolbar, when you move your cursor on top of the Scale Tool u can see triangle lighting up, see image below. Click on it and drag to scale the vertecies to fit your image.

Step 6: Do the same with the rest of vertices as you did in Step 5. Scale them down to fit the image, not all at once. Check out next image to see what we are aiming for.

Step 7: Go to Polygon selection mode(press 4 on your keyboard) or select it form the rollout menu. Select the top polygon and from Edit Polygons select Bevel. We will bevel the polygon 2 times. First with this setting: Height 0.6 and Outline -0.8, click on the + sign to apply the Bevel, change the Height to 0.2 and click Ok(Check sign).

Step 8: Go to Edge selection mode(press 2 on you keyboard) and select the bottom edges. Click and drag over them or just select one and click on Ring in Selection rollout menu. Connect them with 1 segment and a Slide of -50.


Step 9: Like we did in Step 5 and 6 scale down the new created edges to fit the image.

Step 10: Press for on your keyboard to go to Polygon selection mode and select the bottom Polygon. Bevel it with 0.2cm Height and -0.8 Outline.

Step 11: With the same polygon selected Inset it with amount of 0.8cm. Holding down CTRL click on Vertex in Selection Rollout menu. You now converted your selection to vertices from polygon.

Step 12: In Edit Vertices rollout menu select the little square next to Weld to weld the previously selected vertices. Change the weld amount to 8.5cm or any amount until you see al the vertecies are collapsing as one.

Step 13: Go in Edge selection mode(press 2) and select the edges i've selected below. Press Backspace to remove them.

Step 14: Repeat the exact steps we did on the bottom polygon for the top polygon(Inset, CTRL+Vertex selection to convert, Weld and remove edges).

Step 15: In Edge selection mode make a Loop selection as i did below. Select on edge and press Loop. With Select and Move tool selected, in Front view,  move the edges up a little bit in Y axis direction.

Step 16: This time make two loop selections like i did below. Select one edge from every line and press Loop. Chamfer them an amount of 0.125cm and 1 segment.

Step 17: Do the exact same thing we did in Step 16 for the top edges(see image below). Select, Loop and Chamfer.

Step 18: From the Modifier List select the TurboSmooth modifier. Change the Iterations to 2 and check the box for Isoline Display.

Good job. We are done. If you have any questions or if you have any problems following this 3d modeling tutorial don't hesitate to comment.

3D Modeling Result:


 
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