Get 3ds Max Modeling: Bots, Mechs, and Droids PDF

By Jon Weimer

ISBN-10: 1598220446

ISBN-13: 9781598220445

3ds Max Modeling: Bots, Mechs, and Droids bargains an unheard of, project-based studying method for someone who's attracted to modeling with 3ds Max. From the first actual pages, readers will observe tips to use the Max toolset to create refined types, together with a spider bot, hunter-killer, conflict mech, and android. methods to use the 3ds Max toolset with out hoping on third-party versions. Watch the development of the versions via countless numbers of monitor captures, additionally on hand in complete colour at the significant other DVD. reap the benefits of the e-book s learn-as-you-go method of making a number of elaborate robot types with 3ds Max.

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Extra resources for 3ds Max Modeling: Bots, Mechs, and Droids

Sample text

Select the polygon in the middle of the base and then click Bevel Settings. 6 –1 Apply Local Normal 0 –1 OK Figure I-74 Introduction to Max Day 1: Building a Simple Bot 28 | Introduction to Max Day 1: Building a Simple Bot 40. Select the polygon, right-click the Scale tool, select Non-uniform Scale (the middle icon), and type 70 for the Offset World Y axis. Figure I-76 Figure I-75 41. 0. Figure I-77 42. Hit the T key to switch to the Top viewport, choose AutoGrid, and create a Cylinder in the indentation you just created with the extrusion.

Bevel the polygons. Then select 10 polygons on the bottom edge of the body, as shown in Figure I-146. 08 OK Figure I-145 Figure I-146 19. 25 0 OK Figure I-148 44 | Introduction to Max Day 2: Finishing the Bot 20. Select the polygons on the second, fourth, sixth, eighth, and tenth rows. 15 OK Figure I-149 Figure I-150 21. Using AutoGrid, create a Sphere for the left eye. Convert the sphere to an Editable Polygon, Arc Subobject Rotate around the back, and delete the backward-facing polygons. 50. 22.

13. Marquee-select the top-left vertices. Figure I-31 14. Hold down the Ctrl key and marquee-select the top-right vertices. Introduction to Max | 15 Figure I-32 15. 01. If there aren’t any overlapping vertices, the Before and After numbers will be equal. Since there should be three edges on the front (six vertices) and three edges on the back (six vertices), if the slice plane has created new vertices that number should be double, or 12. This means the After value should be 12 less than the Before value (meaning that 12 vertices will be welded together).

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3ds Max Modeling: Bots, Mechs, and Droids by Jon Weimer


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