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Mastering
3D Studio MAX R3 |
Building Models
Modeling is the actual sculpting of the digital 3D data. A traditional
sculptor starts with his or her raw formwood, marble, or stone,
perhaps. They then start chipping away at the mass until the form begins
to reveal itself. When its finished, voila!a David or a Winged
Aphrodite. Similarly, the digital 3D modeler starts with a raw form, perhaps
a box or a sphere. (Except that, generally, the model grows from the raw
form as opposed to being revealed.)
Modeling represents a significant portion of the work you will potentially
do in MAX. Understanding the model that you built or downloaded from another
source will either smooth out a project or allow you to get under
the hood of the nightmare object that you just discovered is totally
wrong for the scene (but your client loves).
Building from
Standard and Extended Primitives
Every modeler has to start somewhere, and most begin with a primitive.
Primitives are basic 3D shapes that provide a starting point for more
complex models to be built upon; they can be found on the Create tab of
the Command Panel.

Though you may not use these primitive shapes right away, take a closer
look at some of the following examples to see how very complex objects
can be derived from primitive objects. Eventually, though, you will be
using them to generate almost every solid model in MAX.
Creating a Head From a Sphere
Creating a head from a sphere might seem pretty obvious, but using a
sphere as a starting point provides more than just a round object to stick
on a body.
The orientation of the poles (top and bottom) of the sphere
provides perfect reference points for ears, jaw lines, and eyebrows, as
you see in Figure 4.3.
FIGURE
4.3 Modeling a head from a sphere
Additionally, the now-vertical orientation of the cross segments makes
it easy to delineate the left and right hemispheres of the head and provides
a guide for creating the nose.
Creating a Shark from a Box
Building a shark is another excellent example of using a primitive as
the starting point for a complex object. Unlike the head, the starting
object is not so apparent in the final object. You can see the progression
of the model over the following series of figures.
In the following graphic, notice how a simple 3x3x3 segmented box (in
the form of a rectangle) has been expanded.

In the next graphic, the box has been thinned in some areas by moving
vertices and cutting (beveling, or chamfering) edges.

In the next stage, the model is looking more like a shark. The fins are
appearing, and unnecessary vertices and edges are being eliminated.

Finally, a more refined object appears, with stretched and pulled vertices,
Mesh-Smooth added, and an FFD (free-form deformation) modifier applied
to give it some realism.

Using Extended Primitives
Within MAX you also find extended primitives, which are more-complex
cousins to the standard primitives. Theyre described in Table 4.1.

Table 4.1: MAXS EXTENDED PRIMITIVES
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Extended Primitives
| Description
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Hedra
| Multifaceted or multipointed object (i.e.,
a dodecahedron)
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Torus Knot
| Cylinder wrapped back upon itself
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Chamfer Box
| Box with rounded edges
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ChamferCyl(inder)
| Cylinder with rounded cap edges
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Oil Tank
| Cylinder with a variably domed cap
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Capsule
| Cylinder with fixed domed caps
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Spindle
| Cylinder with a pointed cap (like a pencil)
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L-Ext(rude)
| L-shaped auto-extruded wall
shape
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Gengon
| Multi-sided box with rounded (filleted)
vertical edges
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C-Ext(rude)
| C-shaped auto-extruded wall
shape
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RingWave
| Tube-like closed circle with curved leading
and trailing edges
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Prism
| Three-sided box with individually variable
side lengths
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Extended primitives provide more complex starting points (in general)
from which to create models. Many times, these primitives are actually
used as is, but as smaller elements of larger models. For example, these
extended primitives are all around us as smaller parts of real objects.
The buttons on a phone are chamfered boxes; the light switch on a lamp
fixture is a capsule.
These primitives arent usually distorted and altered to create
other objects; they are more often used as smaller objects or parts of
a whole object. This is because the nature of their default shape is often
a shape that looks like smaller machined or man-made parts. Lets
take a look at some of the uses of extended primitives.
Notice the brass light fixture in Figure 4.4. This very decent model
is made almost completely of extended primitives that are altered very
little; you can see these shapes in Figure 4.5. The primitives may be
seen more clearly by loading the color file lamp.max from
the CD included in this book.
FIGURE
4.4 A wall-mounted brass lamp
FIGURE
4.5 Although its one object, the lamp
is composed of many primitives.
The scuba regulator in Figure 4.6 is also made up of virtually unchanged
extended primitives. You can really see the variety of these shapes in
the color version of this file located on the CD, called scuba.max.
FIGURE
4.6 Scuba regulator and tanks
Choosing Modeling
Tools
A true craftsman cabinetmaker does not use just one tool to create an
entire armoire. Modeling in 3D Studio MAX is no different. The modeling
process requires imaginative use of various features of the program to
create something from nothing. Many different methods and tools are employed,
and each has its own special attributes.
Only practice and experience help you determine what tools, used in the
right combination, will create the object you want.
Modeling with Modifiers
In addition to the primitives, there are several common tools called
modifiers, used in the modifier stack. (For more information on the modifier
stack, see Chapter 2.) There are multiple ways to use modifiers, and no
easy or best way to show how to use all of them. They are powerful and,
in the hands of a capable artist, a valuable set of tools.
© 2000, Frol (selection,
edition, publication)
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