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Essential
3ds Max 2008 ®
Sean McBride
McBride, Sean.
Essential 3ds max 2008 / by Sean McBride.
p. cm.
Includes index.
ISBN-13: 978-1-59822-050-6 (pbk.)
ISBN-10: 1-59822-050-0 (pbk.)
1. Computer animation. 2. 3ds max (Computer file). 3. Computer graphics.
I. Title.
TR897.7.M386 2008
006.6'96--dc22 2007052752
ISBN-13: 978-1-59822-050-6
ISBN-10: 1-59822-050-0
10 9 8 7 6 5 4 3 2 1
0802
3ds Max is a registered trademark of Autodesk, Inc. in the United States and other countries.
Other brand names and product names mentioned in this book are trademarks or service marks of their respective
companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to
infringe on the property of others. The publisher recognizes and respects all marks used by companies,
manufacturers, and developers as a means to distinguish their products.
This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of this book
and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality,
performance, merchantability, or fitness for any particular purpose. Neither Wordware Publishing, Inc. nor its dealers
or distributors shall be liable to the purchaser or any other person or entity with respect to any liability, loss, or damage
caused or alleged to have been caused directly or indirectly by this book.
All inquiries for volume purchases of this book should be addressed to Wordware
Publishing, Inc., at the above address. Telephone inquiries may be made by calling:
(972) 423-0090
Dedication
To my wife. Thank you for being understanding and putting
up with me and the long nights spent on the book.
To my family. If you hadn’t allowed me to go after some-
thing I wanted so badly and supported me so heavily, I would
be stuck in a suit doing something I hated for the rest of my
life.
To the Polycount crew (www.polycount.com). Without
you guys, I wouldn’t have known where to start and how to
improve. Thank you for helping me and so many other
budding artists.
iii
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Chapter 1 Understanding 3D Space . . . . . . . . . . . . . . . . . 1
What Exactly Is 3D Space and How Does It Work? . . . . . . . . 2
Basic 3D Objects (Standard Primitives) . . . . . . . . . . . . . . 4
Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Chapter 2 3ds Max at a Glance . . . . . . . . . . . . . . . . . . . 11
Navigating with Viewports . . . . . . . . . . . . . . . . . . . . 11
Create Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Extended Primitives . . . . . . . . . . . . . . . . . . . . . . 23
2D Objects (Splines and Text) . . . . . . . . . . . . . . . . . 24
Working with 3ds Max . . . . . . . . . . . . . . . . . . . . . . . 26
Undo, Redo, and Selection Tools. . . . . . . . . . . . . . . . 26
Moving, Rotating, and Scaling Using Gizmos . . . . . . . . . 29
Snaps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Clone, Mirror, and Align Objects . . . . . . . . . . . . . . . 38
Grouping, Selection Sets, and Layers . . . . . . . . . . . . . 42
Hiding and Freezing Objects . . . . . . . . . . . . . . . . . . 46
Modify Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The Remaining Panels . . . . . . . . . . . . . . . . . . . . . . . 53
Changing Viewport Preferences . . . . . . . . . . . . . . . . . 54
Customizing Your User Interface . . . . . . . . . . . . . . . . . 56
Custom Colors . . . . . . . . . . . . . . . . . . . . . . . . . 59
Creating Hotkeys . . . . . . . . . . . . . . . . . . . . . . . . 59
Adding Buttons to the Modifier List. . . . . . . . . . . . . . 61
Adjusting the Size of Your Gizmo . . . . . . . . . . . . . . . 62
Time Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Understanding the Right-Click and How It Can Improve
Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Chapter 3 Modeling 101 . . . . . . . . . . . . . . . . . . . . . . 67
How to Make a Standard Primitive an Editable Object . . . . . 67
Sub-objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Selection Tricks for Edit Poly Objects . . . . . . . . . . . . . . 77
Edit Polygons Modeling Tools . . . . . . . . . . . . . . . . . . 80
Extrude and Bevel . . . . . . . . . . . . . . . . . . . . . . . 81
iv
Contents
v
Contents
vi
Contents
Pelvis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Arms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Final Tweaks . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Chapter 12 Advanced Modeling Exercise: Creating a Suit of
Fantasy Armor . . . . . . . . . . . . . . . . . . . . . 275
Starting Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
The Roughout. . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Making the High-Poly Armor . . . . . . . . . . . . . . . . . . 283
Final Details. . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Chapter 13 Advanced Organic Modeling Exercise: Creating
a Human Head . . . . . . . . . . . . . . . . . . . . . 297
Getting Proper Reference . . . . . . . . . . . . . . . . . . . . 298
The Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
The Mouth . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
The Nose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
Completing the Facial Area . . . . . . . . . . . . . . . . . . . 309
Completing the Head . . . . . . . . . . . . . . . . . . . . . . . 310
Chapter 14 Spline Modeling . . . . . . . . . . . . . . . . . . . . 317
Understanding How Spline Modeling Works . . . . . . . . . . 317
Creating the Spline Cage. . . . . . . . . . . . . . . . . . . . . 318
Applying a Surface to the Spline Cage . . . . . . . . . . . . . 322
Adjusting the Splines . . . . . . . . . . . . . . . . . . . . . . . 323
Chapter 15 Spline Modeling Exercise: Creating the Hull of
a Boat . . . . . . . . . . . . . . . . . . . . . . . . . . 325
vii
Contents
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 439
viii
Introduction
Thank you very much for picking up Essential 3ds Max 2008.
I hope this book will get you started and push you in the right
direction as you are learning 3ds Max 2008.
In this book, we will touch on all the major aspects of 3ds
Max — everything from customizing the user interface to
creating a composite shot with your own background plate.
Throughout the book I’ve tried to depict fun and interesting
art while keeping the material attainable for someone just
entering the 3D modeling world.
I also go about creating this art in a realistic fashion. All
too often when I pick up a book to flip through it, I see a
perfect path drawn from point A to point B while creating a
model. As nice as it would be to know just exactly where each
edge loop and vertex needs to go, that’s not how it is in real
life. I want you to see the real process of creating a model for
yourself so you can develop a keen eye for creating the cor-
rect shape to finish that set of armor you’ve been working on
or giving the right overall feeling to a dagger.
I also want to mention that this book is meant to be a
one-on-one sort of teaching guide. By no means is this a
textbook or a technical manual. I want this to feel like we’re
sitting down together and walking through the key features of
3ds Max. I’ve always enjoyed learning by doing, and I’ve
always consistently been able to recall more if I learn this way.
If you’re a get-your-hands-dirty kind of person, then this is
the book for you.
The only barrier keeping you from creating models that
you see in your mind’s eye is the interface and the creation
process. This book should help you with both of those things.
While you may still not be a rock star of modeling after finish-
ing the book, I hope it inspires you to keep moving forward,
always learning new techniques.
ix
Introduction
. Note:
The companion files are available for download at
www.wordware.com/files/3dsmax2008. The files are
organized by chapter and include color images of all the
figures in the book and example files used in the
modeling chapters. I strongly suggest grabbing these files
if you have Internet access and downloading them to your
hard drive as they will help in your learning process!
x
Chapter 1
Understanding
3D Space
My love of graphics and video games began when I was very
young. I remember as a little kid playing Zelda on my new
NES and having to call my mother into the living room to read
to me what the poor two-dimensional man on the screen was
saying to me in Rygar. Even at that young age, not knowing
how everything was put together, I knew that I loved this
media.
Graphics have evolved at an amazing rate since that time.
We’ve gone into three dimensions. We use different lighting
and texturing techniques than we did in the Quake 1 era.
Completely new complex shader systems control how sur-
faces not only look but act. Movies like Final Fantasy: The
Spirits Within have completely pushed the limits of what we
could do graphically.
Everyone has a story as to why they love this media. With
this book I hope to help you no longer be limited by the means
to create something, but only by your own imagination.
1
2 Chapter 1
Figure 1-1
Figure 1-2
. Note:
The Create panel has several sub-tabs: Geometry,
Shapes, Lights, Cameras, Helpers, Space Warps, and
Systems. We will be visiting some of these other areas
later in the book.
Lights
Lights play an important role when
creating anything in 3D. In fact, with-
out proper lighting it doesn’t matter
what you make or how good you
make it; if it’s not lit properly, your
3D object can look as flat and boring
as a sheet of paper. Lighting is what
gives everything, including the
objects you create in 3D, depth. You
only know that a ball is round
because of the way light bounces off Figure 1-5: The Lights
it, as shown in Figure 1-6. section
Figure 1-6
Understanding 3D Space 7
If you flooded that same ball with light from all directions,
it would be just as flat as a sheet of paper, as shown below.
Figure 1-7
Cameras
The camera is just what you think it is: a
virtual camera that gives you something
tangible to view and control in 3D space.
When you are modeling and twirling
around in 3ds Max you are actually look-
ing through your Perspective viewport.
The Perspective view is not something
you can literally move and control. You
can only look through it. A camera, how-
ever, is something that you can actually Figure 1-8: The
see in your scene. You can view through Cameras section
your Max camera just like a home video
camera. You can animate the camera, tell it to follow objects,
change the field of view (or your viewing angle), and so on.
In The Lord of the Rings, a camera starts at the top of a
tower and flies deep into the ground. This effect was accom-
plished by creating the set and then animating the virtual
camera in that scene according to the desired camera path.
Being able to create these CG environments and then animate
a virtual camera through your environment is something that
has completely changed filmmaking. There is no way to create
the same shots in, for example, the movie Spider-Man with an
actual camera. It is simply impossible to do it otherwise.
Understanding 3D Space 9
3ds Max at a
Glance
Navigating with Viewports
Figure 2-1 shows 3ds Max in all its glory. Try not to be over-
whelmed if this is your first time looking at the interface.
There are many buttons and drop-down boxes, but in good
time you’ll know the ins and outs of Max 2008. Don’t worry;
I don’t expect you to remember every little detail from this
chapter — just remember to look back once in a while. I’ve
made sure to add many important workflow tips that will help
you in the end.
11
12 Chapter 2
If you want to use the Zoom tool, just click the magnifying
glass. Next, bring your cursor into the viewport, and hold the
left mouse button down while dragging the mouse toward and
away from the screen. You’ll notice that you are now zooming
in and out. These functions will work in any of the four
viewports inside 3ds Max.
. Note:
“Click” means to press and release the left mouse button
(as long as you’ve kept the default configuration for your
mouse). “Right-click” indicates you need to click the right
mouse button. “Hold” means to click and hold the
indicated button. From here on, this is the convention
we’ll use throughout the book.
Now that you can zoom in and out and maximize your view,
you need to know how to pan left and right within a view.
Return to the navigation panel on the bottom right and select
the Pan View tool (identified by the hand).
] Tip: Zooming
Get comfortable using the mouse wheel for zooming and
panning; it will speed up your workflow dramatically.
. Note:
When you are in Rotate View mode inside 3ds Max, a
circle will appear within the Perspective viewport. If you
rotate within that circle, you will rotate around your scene.
Rotating outside of that circle rotates the entire view,
similar to what would happen if you turned a camera on
its side.
16 Chapter 2
The last tool I want to show you is the Zoom Extents tool.
Create Panel
The command panel to the right of the viewports is where all
of your creation will start off. From here you can create any of
the primitives and other types of objects Max 2008 comes
with.
Let’s start off with the Create panel. As mentioned in
Chapter 1, the Create panel is where you can create geometry,
shapes, lights, cameras, helpers, space warps, and systems.
Let’s take a look at the standard primitives and how you will
go about creating them in your 3D space.
Figure 2-8
. Note:
After you create your sphere you remain in Create mode,
as indicated by your cursor. This means if you want to
make more spheres you don’t need to reselect the Sphere
button; you just keep on making spheres now by using the
left mouse button.
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