Chapter 5. Modeling in 3ds Max: Part II
Building models in 3D is as simple as building them out of clay, wood, or metal. Using 3ds Max to model something may not be as tactile as physically building it, but the same concepts apply: You have to identify how the model is shaped and figure out how to break it down into manageable parts that you can piece together into the final form.
Instead of using traditional tools to hammer or chisel or weld a shape into form, you will use the vertices of the geometry to shape the CG model. As you have seen, 3ds Max's Polygon toolset is quite robust.
In this chapter, we will tackle a more complex model with a children's Red Rocket toy. We will use the Editable Poly toolset, the Lathe and Bevel modifiers, and the Loft compound object to create the toy. We will also examine the use of QuickSlice (to add detail) and Booleans (to easily create interesting indentations on an existing surface).
Topics in this chapter include:
Building the Red Rocket
Building the Red Rocket
Using reference materials will help you efficiently create your 3D model and achieve a good likeness in your end result. The temptation to just "wing it" and start building the objects isstrong, especially when time is short and you're raring to go. This temptation should always be suppressed in deference to a well thought-out approach to the task. Sketches, photographs, and drawings can all be used as resources for the modeling process; you can place them in a scene as backdrop images and ...
Get Introducing 3ds Max® 2008 now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.