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Last week Discussed the module guide
Planning your model Software & hardware 3ds max interface
Start Animated still life tutorial
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Today’s Contents Your presentations Model A Parametric modelling Selection of objects Transformations
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Model A – the scenario
You are asked to create a prototype model of a robotic aircraft carrier for a remake of the game Carrier Command
“Carrier Command is a 1980s computer game for the Amiga, Atari ST, PC, ZX Spectrum, Apple Macintosh, Commodore 64 and Amstrad CPC computers.
Carrier Command is a cross between a simulator game and a real-time strategy game where players control a robotic aircraft carrier. The carrier is not based on any real-life aircraft carrier but has been designed specifically for the game.”
Carrier Command Wikipedia (2006)
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3D space Rectangular coordinate
system Known as Cartesian
coordinates World or global
coordinate system Each object can have its
own local coordinate system
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What are primitives? Basic building blocks Can be used to start any modelling
project First you need to create and move
things around Each object has a set or parameters
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Primitive parametric modelling Numerical description of the object What are the parameters of:
Box (or cuboid)? Size, 3 dimensions
Cylinder? Height and radius
Sphere? Radius
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Common 3D primitives Can you name
them? Cone Sphere GeoSphere Teapot Box Tube Cylinder Taurus3ds max v7, (2005)
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Important – name your objects Why? Default names are OK but what
about a big scene?
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Different creation methods More than one way to create an object
Click and drag Keyboard entry for precise dimensions Altering the object parameters
Objects with a different number ot dimensions (parameters) require a difference number of clicks and drags How many for a sphere, box, cone?
Create method Edge or centre for a sphere
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Activity – Standard primitives Start up 3ds max
Draw a rectangular primitive shape Experiment with panning, zooming Change the viewpoints Experiment with ‘right clicking’
Draw a curved primitive shape Alter the umber of segments
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Extended primitive types AutoGrid Hedra Extended Primitive Torus Knot Extended Primitive ChamferBox Extended Primitive ChamferCyl Extended Primitive OilTank Extended Primitive Capsule Extended Primitive Spindle Extended Primitive L-Ext Extended Primitive Gengon Extended Primitive C-Ext Extended Primitive RingWave Extended Primitive Hose Extended Primitive Prism Extended Primitive 3ds max v7, (2005)
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Units and scale English
Feet an inches Metric
Meters and centimetres Generic
Decimal numbers
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Selection Select buttons Select by name Select by region Select by filter Paintbrush selection
Multiple selection Isolate selection
3ds max v7, (2005)
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Activity – Change some properties Select some of the objects you have
made and change the properties Size Colour Segments
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Working with objects Hiding and freezing
objects What is the
difference? Why use them?
Groups “Separate scene
objects into easy-to-select and easy-to-work-with groupings”Murdock K.L., (2005)
3ds max v7, (2005)
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Transformations Geometric transformation
Mathematical operation What are the three possible
methods of transformation? Position Rotate Scale
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Coordinate systems Max supports a number of
coordinate systems View - default Screen World Parent Local Gimbal Grid Pick
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View Viewcoordinate system
X, Y, and Z axes are the same in all orthogonal viewports
You are move things relative to the space of the viewport X always points right Y always points up Z always points straight out
3ds max v7, (2005)
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Transform tools Transform buttons
Or type in the dimensions
3ds max v7, (2005)
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Gizmos The Transform gizmos let you
quickly choose one or two axes when transforming a selection with the mouse.
You choose an axis by placing the mouse over any axis of the icon, and then drag the mouse to transform the selection along that axis.
To move or scale an object, you can use other areas of the gizmo to perform transforms along any two axes simultaneously. 3ds max v7, (2005)
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Pivot points Transform centre
Rotation or scaling of an object around its pivot point
3ds max v7, (2005)
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Align objects Is very important for gaming
modelling Meshes should never intersect
can really upset the rendering engine Select an object Select to align it Select the target
Important order
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Align Flyout Align Quick Align Normal Align Place Highlight Align Camera Align to View
3ds max v7, (2005)
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Other align options Use a grid Snap
To a grid Other objects
Bounding box Pivot point Perpendicular Tangent
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Grids Two-dimensional arrays of lines
similar to graph paper Grids:
An aid in visualizing space, scale, and distance.
As construction planes where you create and align objects in your scene.
As a reference system for using the Snap feature to align objects.
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Activity – Make things Make a snow man Make a tray of ‘tea things’ Make a bendy straw
Use 2 Tubes plus a Hose primitive
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Perspective transformations Perspective projection
Happens automatically in virtually all 3D software
A perspective view is created by projecting each point of the object onto a picture plane
Parallel lines converge in the distance
Creates a 2D image on the monitor/paper
Axonometric projection
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Navigation transformations Motions or transformations that
place the viewpoint or camera in different parts of the scene Position Point of interest Camera lens
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Architectural primitives Doors Windows Stairs Railing Wall Foliage
3ds max v7, (2005)
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Self assessment What do the terms primitive and
parametric mean? Name four primitives and their
parameters? Why is it important to name objects? Why is it important to align things
properly for gaming models? What are the 3 axes used in modelling? What are the three types of transform
used in 3ds Max?
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Portfolio 1 Screen grab of 3ds max of your model of: A room created from primitives
Floor 3 walls
Containing a table Rectangular table top Four rectangular legs
Plus three chairs or stools And on the table place
Ten oranges spaced equally in a circle A coffee pot
Due in 2 weeks time
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Today Your presentations
List of groups List of subjects
Parametric modelling Creating primitives Naming objects Assigning colours Altering parameters Standard and extended primitives
Selection of objects Transformations
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Impendent study Directed reading 3DS Max 7 Bible
Chapters 8 and 9 Finish off Modelling a Space Scene
tutorial Prepare for next weeks tutorial
Chess set Work on your presentation Start researching for your model A
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References 3ds max v7, (2005) User Reference and
Tutorials 3ds max shortcuts
http://academics.tridenttech.edu/team342/whitepapers/3ds_Max%20keyboard-mouse%20shortcuts.pdf accessed 08/10/2006
Carrier Command Wikipedia http://en.wikipedia.org/wiki/Carrier_Command accessed 08/10/2006
Murdock K.L., (2005) 3DS Max 7 Bible, John Wiley & Sons Inc, ISBN: 0764579711