By Boris Kulagin
3ds max is the innovative new program that offers to special effects execs with complicated instruments for personality animation, subsequent new release online game improvement, and visible results creation. during this accomplished reference, clients are taken from modeling a still-life scene to animating photo-realistic and delusion characters in numerous natural and mechanical backgrounds. clients are proven not just how one can practice an motion, yet which activities may be utilized in numerous events. vital initiatives akin to growing seamless texture and modeling a person's head are verified, and distinct awareness is given to the software's performance. additionally incorporated are suggestions to boost the potency and productiveness of regimen paintings.
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Extra resources for Advanced 3Ds Max 5: Modeling and Animating
4, c). 4, c—f: Sequence of creating the living area's basic geometry • Rotate the view in the projection viewport as you like (or use the Bottom view), and select the edges of the bottom polygons. Tip When selecting edges, it is convenient to use the By Vertex and Ignore Backfacing flags. In this case, we can simply click the left mouse button on the central bottom vertex. • Remove the edges of the bottom polygons using the Remove command (Fig. 4, d): ♦ Context menu à Remove Note Only the Remove command should be used for this purpose!
Select Cylindrical mapping for the texture. • Select the Gizmo and rotate it along the longitudinal axis so that the exhibition's logo is visible: ♦ Context menu à Sub-object à Gizmo ♦ Context menu à Rotate • Try different values for recurrence on the U axis until the logo is round. We will now set the final material parameters. In order to do so, you will need to determine approximately where the camera and sources of light will be located. First, get rid of the Ambient light, because we don't need it: • Main menu à Rendering à Environment à Global Lighting à Ambient à Black There are two main sources of light in our scene.
Lesson 2: Spaceship Modeling 41 42 Lesson 2: Spaceship Modeling • Use the Edit Mesh modifier and select the polygons corresponding to the end surfaces as shown in Fig. 25, a. 25: Polygons comprising the end surface of the propulsion module (a) and parameters of the UVW Map modifier (b) • Assign the SpaceShip_Back_Metal material to those surfaces. • Maintain the same selection and apply the UWV Map modifier with the parameters shown in Fig. 25, b. Everything should be self-explanatory. The only remaining option is to Fit the modifier's Gizmo more precisely on the surface.
Advanced 3Ds Max 5: Modeling and Animating by Boris Kulagin