Advanced 3Ds Max 5[c] Modeling and Animating
2017-07-07 02:10:07
Introduction
Figure I.1: Interface elements of 3ds max Figure I.2: Elements of the contextual menu (a) and control panel (b)
Lesson 1: The Script
Figure 1.1: Sketches for the script
Lesson 2: Spaceship Modeling
Figure 2.1: Spaceship sketch Figure 2.2: Snaps (a) and Home Grid (b) settings Figure 2.3: Cylinder parameters for modeling the propulsion unit Figure 2.4: Truncated cone, corresponding to the rear side of the propulsion unit, and its parameters Figure 2.5: Align Selection window with parameters to center the cone and cylinder Figure 2.6, a: Spaceship-body creation Figure 2.6, b-d: Spaceship-body creation Figure 2.6, e: Spaceship-body creation Figure 2.7: Warning that a modifier in the stack depends on the primitive's parameters Figure 2.8: Orientation engines Figure 2.9, a: Using the Normal Align command Figure 2.9, b: Using the Normal Align command Figure 2.10: Clone Options window (a) and the result of copying the orientation engines (b) Figure 2.11, a and b: Modeling different elements of the spaceship Figure 2.11, c-e: Modeling different elements of the spaceship Figure 2.12: Result of rendering the spaceship Figure 2.13: Parameters of the Checker test texture Figure 2.14: Select By Material ID window Figure 2.15: Texture assignment (a) and parameters of the Diffuse channel (b) Figure 2.16: Polygons that will use the SpaceShip_Body material Figure 2.17: UVW Mapping parameters for the spaceship body Figure 2.18, a: Camera and light-source positions Figure 2.18, b and c: Parameters of light imitating the Sun (b) and the Moon (c) Figure 2.19: Additional sources to simulate light reflected by various parts back onto the spaceship- positioning (a) and parameters (b) Figure 2.20: SpaceShip composite material Figure 2.21: Making the sources of light in the material editor match those in the scene Figure 2.22: Parameters of the SpaceShip_Body material Figure 2.23: SpaceShip_Back_Blend material structure Figure 2.24: SpaceShip_Back_Metal material parameters Figure 2.25: Polygons comprising the end surface of the propulsion module (a) and parameters of the UVW Map modifier (b) Figure 2.26: Examples of Brick textures Figure 2.27: SpaceShip_Cells material parameters (a) and how it appears in the zoomed preview window (b) Figure 2.28: Reset Mtl/Map Params window
Lesson 3: Modeling the Lunar Module and Rover
Figure 3.1: Lunar module sketch Figure 3.2: Octahedron representing the living area Figure 3.3: Grid pitch setting Figure 3.4, a and b: Sequence of creating the living area's basic geometry Figure 3.4, c-f: Sequence of creating the living area's basic geometry 3.4, g and h: Sequence of creating the living area's basic geometry Figure 3.5: Chamfering Figure 3.6: Sequence of creating the porthole Figure 3.7: Sequence of modeling the hatch Figure 3.8, a-c: Modeling the propulsion module Figure 3.8, d and e: Modeling the propulsion module Figure 3.9, a-e: Editing the propulsion module Figure 3.9, f and g: Editing the propulsion module Figure 3.10, a: Editing the propulsion module Figure 3.10, b-d: Editing the propulsion module Figure 3.10, e and f: Editing the propulsion module Figure 3.11: Landing prop Figure 3.12: Options when importing files in AI format Figure 3.13: Modeling the landing prop Figure 3.14: Pivot-point settings for the landing prop (a and b) and how the objects are welded together (c) Figure 3.15, a-c: Modeling the hydraulic pumps Figure 3.15, d and e: Modeling the hydraulic pumps Figure 3.16: Copying and adjusting the landing props Figure 3.17, a and b: Adjusting the animation of the landing props Figure 3.17, c-f: Adjusting the animation of the landing props Figure 3.17, g and h: Adjusting the animation of the landing props Figure 3.18, a-d: Editing texture coordinates Figure 3.18, e and f: Editing texture coordinates Figure 3.19: LivingModule-Body material Figure 3.20: Texture loading window for PSD files Figure 3.21: Structure of the LivingModule material Figure 3.22: Final appearance of the lunar module Figure 3.23: Lunar rover sketch Figure 3.24: Merging the lunar rover objects Figure 3.25: Schematic View interface (a) and settings (b) Figure 3.26: Material structure of the lunar rover Figure 3.27: Final appearance of the lunar rover
Lesson 4: Modeling and Animating an Astronaut
Figure 4.1: Background image of a human figure Figure 4.2: Background image adjustment (a) and the viewport image (b) Figure 4.3, a: Spacesuit blank creation Figure 4.3, b and c: Spacesuit blank creation Figure 4.4: Symmetry modifier adjustment Figure 4.5: Results of editing the spacesuit Figure 4.6: Result of smoothing the simple (a) and complicated (b) model Figure 4.7: Results of modeling the boots and gloves Figure 4.8, a and b: Results of modeling the helmet Figure 4.8, c and d: Results of modeling the helmet Figure 4.9: Assignment of smoothing groups Figure 4.10, a-c: Editing the texture map coordinates Figure 4.10, d-g: Editing the texture map coordinates Figure 4.10, h-j: Editing the texture map coordinates Figure 4.11: Parameters and result of the Texporter utility performance Figure 4.12: Structure and main parameters of the SpaceSuit material Figure 4.13, a and b: Adjustment of the right leg bones Figure 4.13, c-e: Adjustment of the right leg bones Figure 4.13, f and g: Adjustment of the right leg bones Figure 4.14: Adjustment of the arm bones Figure 4.15: Hand-twisting adjustment Figure 4.16, a and b: Creation and adjustment of the finger bones Figure 4.16, c-e: Creation and adjustment of the finger bones Figure 4.17: Creation and adjustment of the body bones Figure 4.18: Final linking of the bones and control objects of the skeleton Figure 4.19: Contextual menu of the Skin modifier Figure 4.20: Insufficient effect of the skeleton's bones on the model Figure 4.21: Changing the astronaut's posture to control the bones' effect Figure 4.22: Editing the bone-abdomen effect Figure 4.23, a and b: Editing the right thigh envelope Figure 4.23, c: Editing the right thigh envelope Figure 4.24: Editing the bone-helmet effect Figure 4.25, a-c: Editing the Bulge Angle Deformer gizmo Figure 4.25, d and e: Editing the Bulge Angle Deformer gizmo Figure 4.26: Additional objects Figure 4.27: Object of the Character Assembly type Figure 4.28: Named Selection Sets control window Figure 4.29: Display Floater window Figure 4.30: Original posture of the character Figure 4.31: Phases of the character's movement Figure 4.32: Animation loading from the file dialog Figure 4.33: Parameters of the MeshSmooth modifier used for the character's smoothing Figure 4.34: Restoring the character's volume using the Push modifier
Lesson 5: Modeling Space and Animating the Flight of the Spaceship
Figure 5.1: Model of the cosmos Figure 5.2, a-e: Parameters of various space objects Figure 5.2, f and g: Parameters of various space objects Figure 5.3: Time Configuration window Figure 5.4, a and b: Object animation by path Figure 5.4, c and d: Object animation by path Figure 5.5: Curve editor Figure 5.6: Animation settings for camera tracking Figure 5.7: Editing the start of an object's motion Figure 5.8: Object Motion Blur and Image Motion Blur settings Figure 5.9: Starry sky unblurred (a) and blurred (b) Figure 5.10: Parameters for the effect Figure 5.11: Lens effects Figure 5.12: Setting the lens effects simulating the Sun Figure 5.13, a and b: Structure of the Earth material (a) and parameters of its elements (b) Figure 5.13, c and d: Parameters of the Earth material elements Figure 5.13, e-g: Parameters of the Earth material elements Figure 5.14: Including all spaceship objects in the list of those to be lit by the light sources
Lesson 6: Modeling and Animating the Landing on the Moon
Figure 6.1: Scene for the approach of the lunar module Figure 6.2: Configure Paths window Figure 6.3: Modeling the Moon's surface Figure 6.4: Parameters of the light source for the lunar module Figure 6.5: Editing the animation curves Figure 6.6: Set Key Filters window Figure 6.7: Drawing animation curves Figure 6.8: Multi-Pass Effect for the Depth of Field Figure 6.9: Parameters for the effects to simulate a TV camera Figure 6.10: Scene for the Moon landing Figure 6.11, a and b: Modeling mountains on the horizon Figure 6.11, c and d: Modeling mountains on the horizon Figure 6.11, e and f: Modeling mountains on the horizon Figure 6.12: Terrain blanks (a) and parameters of the Displace Mesh modifier (b) Figure 6.13: Creation of pebbles on the Moon's surface Figure 6.14: Position (a) and parameters (b) of the light source Figure 6.15: Camera position (a) and the camera view (b) Figure 6.16: Ground and Stones material structure (a), material parameters (b), and texture parameters (c and d) Figure 6.17: Mountains material structure (a), material parameters (b), and texture parameters (c) Figure 6.18: Parameters for simulating the light reflected by the Moon's surface Figure 6.19: Set Key Filters window Figure 6.20: Editing the motion curves of the object (a) and the extension of the landing props (b) Figure 6.21: Parameters of the SuperSpray particle system (a) and its appearance (b) Figure 6.22, a and b: Shaping the flow of particles Figure 6.22, c and d: Shaping the flow of particles Figure 6.23: Parameters of the material (a) and UVW Mapping (b) Figure 6.24: Parameters of the halo effect for the jet fire Figure 6.25, a and b: Dust creation and animation Figure 6.25, c and d: Dust creation and animation Figure 6.26: Parameters of the Particle Age texture Figure 6.27: Parameters of the particle system (a), deflector (b), and material (c) for the pebbles Figure 6.28: Parameters of the MilkyWay effect
Lesson 7: Animating the Astronaut and Lunar Rover
Figure 7.1: Parameters for creating the Snapshot of the Pebbles system of particles Figure 7.2: Scene preparation Figure 7.3: Positioning the lunar rover Figure 7.4: Incorrect loading of the character Figure 7.5: Scaling the character Figure 7.6: Parameters for animation of the first jump Figure 7.7: Simultaneous editing of different tracks' keys in the curve editor Figure 7.8: Dope Sheet window, prepared for editing the keys of several objects Figure 7.9: Modeling a footprint Figure 7.10: Animating the footprints Figure 7.11: Astronaut on the platform of the lunar rover Figure 7.12: Adjustments for minor movements Figure 7.13: Animation of the wheels' rotation using expressions Figure 7.14: Particle system parameters used to create footprints
Lesson 8: Rendering the Scene and Assemling the Movie
Figure 8.1: General parameters for rendering Figure 8.2: Save window for rendering results Figure 8.3: Parameters of the TGA (a) and RPF (b) formats Figure 8.4: Render Elements, Current Renderers, and Email Notifications rollouts Figure 8.5: MAX Default Scanline A-Buffer rollout Figure 8.6: Dialog for the main rendering parameters Figure 8.7: Object parameters that affect rendering Figure 8.8: Texture (a) and material (b) parameters that affect rendering quality Figure 8.9: Global (a) and local (b) settings of the Raytracer Figure 8.10: Backburner Manager (a) and Server (b) setup Figure 8.11: Network task-settings window Figure 8.12: Network monitor window Figure 8.13: Settings for the Batch Render script Figure 8.14, a-c: Project preparation in the Video Post module
Lesson 9: Modeling the Living Room
Figure 9.1: Room sketch Figure 9.2: Display (a) and system (b) measurement units Figure 9.3: Home Grid (a) and Snaps (b) parameters Figure 9.4: Rectangle parameters Figure 9.5: Room editing Figure 9.6: Room with outer contour Figure 9.7, a: Creating the walls, window and door openings, and partition Figure 9.7, b and c: Creating the walls, window and door openings, and partition Figure 9.7, d and e: Creating the walls, window and door openings, and partition Figure 9.7, f and g: Creating the walls, window and door openings, and partition Figure 9.7, h: Creating the walls, window and door openings, and partition Figure 9.8, a: Final development of the room geometry Figure 9.8, b and c: Final development of the room geometry Figure 9.8, d and e: Final development of the room geometry Figure 9.8, f: Final development of the room geometry Figure 9.9: Modeling the window frames Figure 9.10: Living room with windows and door Figure 9.11, a and b: Armchair modeling Figure 9.11, c and d: Armchair modeling Figure 9.11, e-h: Armchair modeling Figure 9.11, i-k: Armchair modeling Figure 9.12: Sofa Figure 9.13, a and b: Curtain modeling Figure 9.13, c and d: Curtain modeling Figure 9.14: Dialog window indicating Units Mismatch Figure 9.15: List of objects in the scene Figure 9.16: Creating a Named Selection Set Figure 9.17: Asset Browser window Figure 9.18: Management window for XRef Scenes Figure 9.19: Furniture arrangement
Lesson 10: Daylight Adjustment
Figure 10.1, a-c: Daylight simulation in the room Figure 10.1, d: Daylight simulation in the room Figure 10.2: Daylight system creation Figure 10.3: Animation controller parameters for the Daylight system Figure 10.4: Adjustment parameters for Daylight sources Figure 10.5: Position and parameters of the camera Figure 10.6: Test rendering result Figure 10.7: Result of Radiosity rendering in the viewport Figure 10.8: Triangulation parameters for the object Figure 10.9: Radiosity parameters and rendering result in the viewport Figure 10.10: Drop-down menu for selecting the exposure control procedure Figure 10.11: Settings for the exposure process parameters and the result in the viewport Figure 10.12: Parameters for the Area Light
Lesson 11: Global Lighting Material
Figure 11.1: Splitting the Inner Walls object Figure 11.2: Basic parameters of the materials for the floor, walls, and ceiling Figure 11.3: Editing texture coordinates Figure 11.4: Attach Options window Figure 11.5: Structure of the Room material Figure 11.6: Result of radiosity quick rendering without (a) and with (b) the exposure control process Figure 11.7: Activating the display of materials' light distribution (a) and a corresponding line in the material editor (b) Figure 11.8: Advanced Lighting Override parameters Figure 11.9, a-d: Final material and effects settings Figure 11.9, e-g: Final material and effects settings Figure 11.10: Final radiosity parameters Figure 11.11: Animation parameters Figure 11.12: Animation of the camera Figure 11.13: Rendering parameters
Lesson 12: Navigation in 3ds Max Viewports, Object Manipulations, and Special Features
Figure 12.1: Layout tab of the Viewport Configuration window Figure 12.2: ViewPort Layouts Setup message box Figure 12.3: Customize User Interface dialog box Figure 12.4: Viewport right-click menu Figure 12.5: Parameters to change the selection mode "on the fly" Figure 12.6, a-c: Gizmo transformation (a), rotation (b), and scaling (c) Figure 12.6, d: Gizmo settings window Figure 12.7: Warp Cursor Near Spinner flag Figure 12.8: Built-in calculator Figure 12.9: Toggle Manipulators window
Lesson 13: Coordinates, Transform Centers, Alignment, and Snaps
Figure 13.1: Selecting the coordinate system Figure 13.2: Local coordinates for polygons (a), edges (b), and vertices (c) Figure 13.3: Active grid, and an object in the grid coordinate system Figure 13.4: Selection of the transform center Figure 13.5: Transform centers Figure 13.6: Align dialog Figure 13.7: Selecting normals (a) and the result of the operation (b) Figure 13.8: Align to View dialog and aligned object Figure 13.9: Standard (a) and NURBS (b) snaps Figure 13.10: Options tab of the Grid and Snap Settings window
Lesson 14: Texture Creation
Figure 14.1: Example of a transparent texture Figure 14.2: Rectangle delimiting the drawing Figure 14.3: Export settings for bitmap files in CorelDraw 10 (a) and FreeHand 10 (b) Figure 14.4: Settings for exporting to a PNG file in Xara X 1.0 Figure 14.5: Parameters for creating a new file in Adobe Photoshop 6 Figure 14.6: Saving a file with the transparency (alpha) channel in Adobe Photoshop Figure 14.7: Interchanging the quadrants in the process of creating a seamless tiling texture Figure 14.8: Texture-editing window in Corel Texture Figure 14.9: Typical distortions of flat textures on a spherical object Figure 14.10: Texture dummy Figure 14.11: Result of converting orthogonal coordinates to polar coordinates Figure 14.12: Final texture (a) and an object rendered with the texture (b) Figure 14.13: Creating a looped video file in Adobe Premiere
Lesson 15: Modeling a Car Body using a Sketch
Figure 15.1: Photo and sketch of the car (published with the permission of Italdesign-Giugiaro S.p.A.) Figure 15.2: Relation between the projection files Figure 15.3: Settings in the Viewport Background dialog Figure 15.4: Creating the base planes Figure 15.5, a-c: Sequence of modeling the car body Figure 15.5, d and e: Sequence of modeling the car body Figure 15.5, f and g: Sequence of modeling the car body Figure 15.5, h: Sequence of modeling the car body Figure 15.6: Structure of the material for the car body Figure 15.7: Editing the texture mapping coordinates Figure 15.8: Example car models (published with the permission of Doka Media)
Lesson 16: Modeling a Human Head
Figure 16.1: Blank of a head Figure 16.2, a and b: Creating eye sockets and the upper jaw Figure 16.2, c-e: Creating eye sockets and the upper jaw Figure 16.3: Eye modeling Figure 16.4: Nose modeling Figure 16.5: Creating the mouth and lips Figure 16.6: Creating the chin and cheeks
Lesson 17: Modeling Lightning and an Electric Discharge
Figure 17.1: Geometry of the lightning (a) and its parameters (b) Figure 17.2: Positioning the Slice modifier's gizmo (a) and its parameters (b) Figure 17.3: Material parameters for the lightning Figure 17.4: Parameters of the Inner Glow Figure 17.5: Rendering sequence in the Video Post window Figure 17.6: Lens Effects Glow parameters Figure 17.7: Noise modifier parameters for animating an electric discharge
Lesson 18: Modeling a Soccer Ball
Figure 18.1: Polyhedron basis for the soccer ball and its parameters Figure 18.2: Parameters of the modifiers- Tessellate (a), Spherify (b), and Smooth (c) Figure 18.3: Final view of the ball
Lesson 19: Using 3ds Max with Other Autodesk and Discreet Packages
Figure 19.1: Combustion window-size adjustment Figure 19.2: Positioning the program windows on the screen Figure 19.3: Rendering adjustment in the RPF window Figure 19.4: Rendering-by-elements window Figure 19.5: Autodesk VIZ 4 interface Figure 19.6: Discreet Plasma interface Figure 19.7: Discreet Gmax interface
Lesson 20: 3ds Max and Landscape Generators
Figure 20.1: Landscape editor in Bryce 5 (a) and Vue D'Esprit 4 (b) Figure 20.2: Export into the 3DS format in Bryce 5 (a) and the corresponding dialog in Vue D'Esprit 4 (b) Figure 20.3: Cylindrical panoramas created in Bryce (a) and Vue D'Esprit (b) Figure 20.4: Operations for a static image Figure 20.5: Queue in Video Post Figure 20.6: Example of using Animatek World Builder in conjunction with 3ds max
Lesson 21: Useful Add-Ons
Figure 21.1: Putting MeshTools on the toolbar Figure 21.2: Parameters of the Domelight script (a) and dialog for selecting the image (b) Figure 21.3: Applying the Particle Combustion effect (a), and how it looks after rendering (b) Figure 21.4: Example illustrating the Particle Combustion plug-in Figure 21.5: Paint Modifier Figure 21.6: Example using the SimCloth module Figure 21.7: Bitmap file produced by the Unwrap Object Texture plug-in Figure 21.8: Pyramid before (a) and after (b) applying the f-Edge texture Figure 21.9: f-Edge texture parameters Figure 21.10, a and b: Surface Blur parameters (a), the image before it is applied (b), after it was applied (c), and the result of the Blur process (d) Figure 21.10, c and d: Surface Blur parameters (a), the image before it is applied (b), after it was applied (c), and the result of the Blur process (d)