By George Maestri
One glance and you may see that this 3ds Max publication isn't the same as the entire others. It offers the center 3ds Max beneficial properties in pages jam-packed with remarkable photographs that completely illustrate the innovations. every one web page is loaded with unique causes on the most important parts, similar to the 3ds Max interface, modeling and animation instruments, rendering settings, and extra. attractive step by step classes and initiatives supply hands-on reinforcement as you study. Create textures, study rigging, carry biped characters to life—even create hair with this gorgeous, full-color advisor.
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Extra resources for 3ds Max at a Glance (At a Glance)
The cage is constructed by drawing multiple splines and snapping their vertices together at the intersection points. qxd 10/27/07 6:27 PM Page 29 Polygonal Modeling Polygonal Modeling Polygonal modeling is the most common form of modeling used in 3ds Max and is one of the more-intuitive ways to model. Polygonal models are easy to construct and have no topology limitations. The downside to polygonal surfaces is that they are not resolution independent. Low-resolution polygonal models tend to animate quickly and are used extensively in games, but their lack of detail makes them undesirable for high-resolution rendering, such as for film or video.
Plane A flat plane. Created by clicking on a viewport and dragging to define the outer edges. Extended Primitives Extended primitives are of more-complex shapes. Sometimes these shapes will be closer to the form you need and can make good starting points for further modeling. Hedra A polyhedral shape. Can be a tetrahedron, octahedron, dodecahedron, as well as a star shape. Chamfer box A box with user-definable chamfers to round off the edges. qxd 10/27/07 6:27 PM Page 21 Creating Geometry 21 Oil tank A cylindrical shape with hemispherical caps on the ends.
The cooling hoses are created with a Helix. Enable rendering in both the renderer and the viewport to give the curves volume. 13 Page 46 Duplicate these two objects to create the second nozzle. 14 The windscreen is created by starting with a Quad Patch with a 1 × 2 subdivision. 15 16 Reshape the patch to match the outline of the body. Select the splines on the outer edges of the windscreen to create the side detail. 17 18 This detail is then reshaped. 19 The final spaceship is ready for texturing.