Tài liệu hướng dẫn 3d smax tutorials

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Tài liệu hướng dẫn 3d smax tutorials

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3D studio Max là phần mềm đồ họa cực mạnh, với khả năng to lớn của mình 3DS Max đã được ứng dụng rất rộng rãi trên thế giới để xây dựng nên những thước phim 3D chân thực. Tài liệu dưới dạng tiếng anh, giúp chúng ta tiếp cận với công nghệ hoạt hình phổ biến hiện nay.

Further Studies in Organic Modeling Home | Learn how to skin models using SURFACE TOOLS | Links Using MAX Default Tools 2-15-98: This article focuses on head modeling using MAX's default tools consisting of two seperate sections that features different methods for generating complex shapes. The 1st method closely resembles the procedure I use to develop heads skinning together various cross sections. The 2nd method is a little bit more simple but, all you will end up with is a basic, featureless head that you must later tweak extensively using FREE FORM DEFORMATION, PUSH, or any other method you prefer. But, the main advantage of the second method is that it gives MAX users capabilities similar to other packages such as PowerAnimator v8 for instance. If you ever looked at a PowerAnimator tut, you no doubt noticed how they use the actual two dimensional shape of the object they are going to skin. By inserting cross sections along the length of the shape PowerAnimators get a three dimensional shape. Well, in MAX this process is way simpler and more automated. Simply take the top and side pieces of your shape and pick the cross section you want and then MAX does the rest. What shocks me to death is that their are no other tuts on this subject. Part I will address skinning using the Loft tool like the new U-Loft tool that comes with MAX R2 at my Studies on Skinning in MAX R2. Right now, I'm at a loss for the first process. It's way hard and nothing's automated. For instance, U-Loft calculates the path for you so that you will never have to draw a path spline. Part I - Lofting Multiple Cross Sections The strange irony is that I heard it was possible from a lightwave/imagine user on one of my many travels on the net. 'Lofting' he said it was called in MAX that allows users to skin curves. Naturally I said no waaayyyy, man! You got it all wrong. You must be thinking of RHINO. But, so far my model looks normal. It's scary but I guess MAX always had the ability to skin together cross sections on its own. Just that nobody thought to give MAX a chance. But don't get too excited. This method is somewhat flawed. So far, I really can't get the shape perfectly right. My theory is once you get to that 90 degree curve you have to do something totally different than what is normally done in SURFACE TOOLS. Meaning, the curve to form the side of the head must be adjusted somewhat differently. First draw a half circle. I used the ARC command but if you know a better way than please use it. This spline will be your PATH. The cool thing about LOFTING is that it does not care about the number of verts you have in your cross section so much as it cares about your first vertex. This is the probuly the most important step because it determines how your shape should curve around in degrees. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 o%20Max%20Tutorials/Box%20Modeling/Lofting.htm (1 of 6) [29/07/2002 15:19:17] Further Studies in Organic Modeling Read the lesson on learning how to skin models using SURFACE TOOLS tutorial yet? If not, study it to see how to design cross sections and make sure you know what a big vert or FIRST VERTEX is. Just like SURFACE TOOLS, the first vertex position is very important to the lofter. That white object you see is my PATH sitting there just waiting for the cross sections to be snapped to the curve. Sorry pic so blurry. The next step is very important. Click on the path spline and then click on LOFT option under Create->Geometry. Next, click on your first cross section. Make sure your path value is set to 0. Make sure the rest of your settings look like this one. You should get an object like this one after you click Get Shape from the panel. From here, it's a matter of artistic judgement where to add the rest of your curves. The Path value goes from 0 to 100. Your first section will sit on 0. From here, determine the distance between each curve. For this example, try around 10 to 15. Play around with the other options and see what you get. There really is not easy way to figure where to put your cross section other than once its there, you can tell if it looks wrong. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 o%20Max%20Tutorials/Box%20Modeling/Lofting.htm (2 of 6) [29/07/2002 15:19:17] Further Studies in Organic Modeling When you get halfway your face should probuly flesh out something like mine. I really don't like skinning using LOFT but, I figured why not give it a shot to see if I like it better because of the instance option and fast updates. Unfortunately, after all this hard work all you get is a mesh which is fine if you have a Mesh Deformation program. I know its possible to build a perfect head like this because I saw an example at this site. I really don't know how he did it but, he did. This method is kind of tough at first just like U-LOFT. Just keep trying and let me know if you can get this process to work. But, I hope this tut has given many of you ideas how to approach other projects. These are the settings I checked to generate a smooth loft surface. Lofting using the default MAX tools may require the artist to edit the splines a little differently than SURFACE TOOLS. I still have to research and develop some solutions to this interesting feature of the MAX lofter. Part II - Lofting Using Fit Deformation The following method will form a smooth basic shape very quickly using the Fit deformation module inside the Lofter. Probuly one of the most important modeling tools in MAX because it delivers the overall form of any organic or mechanical shape to the user very quickly. At first, the regulations regarding the use of the lofter may seem rather strict but, after a couple applications of the lofter, most MAX users will no doubt come to appreciate it as an important and efficent tool for producing low or highly detailed meshes. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 o%20Max%20Tutorials/Box%20Modeling/Lofting.htm (3 of 6) [29/07/2002 15:19:17] Further Studies in Organic Modeling That single line at the top is the linear PATH which is nothing more than a single spline. The green circle will be the cross section the lofter will use to flesh out the head shape. As you may already know, nearly all organic surfaces are composed of circles. Therefore, I decided to use circles to compose my head shape. The purple circle is my FIT X shape. It is very critical that you understand what the FIT X/Y shapes represent. I recommend purchasing Inside MAX I for detailed info on the lofter. There is a whole chapter that details all of its' capabilities. The orange shape is a basic representation of a head shape that I want lofted. I used Smooth->Smooth drawing type to draw my lines instead of Bezier->Corner type. I picked Smooth because it allows the artist to draw organic shapes quickly similar to the use of NURBS curves. First, click on the PATH shape. Next, click on Create- >Geometry->Loft. Click on the LOFT button to bring out the roll out. The next step is to click on the cross section shape to fill out the path spline. Now, you should see a solid cylinder depending on the width of your circle. The lofter automatically assumes you want all the cross sections drawn from the first position 0, all the way to the end of the path, 100. Next, click on the Modifier button. At the bottom you will see the Loft rollout. Go down and click on the Deformations rollout and click on the FIT option. In the window, click on Make symetrical to turn it off. Now make sure Display X axis is selected, then click on the shape that is going to form the top of your mesh. If you ever observed the top view of a head mesh you no doubt noticed how all the points converge to the center of the circular shape? Well, this is why I selected a circle to be my FIT X shape. Anyways, click Get Shape, then click on the circle. You should see the circle in the window like this. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 o%20Max%20Tutorials/Box%20Modeling/Lofting.htm (4 of 6) [29/07/2002 15:19:17] Further Studies in Organic Modeling This is my FIT Y shape which defines the side view of the mesh. As you can see, I made some minor adjustments to the overall contour of my shape. All of the vertices as you may notice never overlap to avoid a strict violation imposed by the lofter. This is the reason why most of the organic shapes you may get from the lofter will not be very detailed. But, it is possible to loft other details of your mesh seperately then Vertex Weld them on later. Also, it is possible to add minor details such as a nose as long as your shape never hits a certain position along the Y axis more than once. Imagine taking a ruler along the X axis along your shape. If you have more than two points alone this imaginary verticle plane you have a shape that's overlaping. The lofter will still render your shape though. But, it will have numerous, uneven breaks that are tough to weld. Now, click on the Display X/Y axis button. Match up the vertices the best you can to create a smooth transition between the two deformation curves. If you can imagine the FIT Y shape sitting in the left viewport and the FIT X shape in the same viewport just that it sits inside the FIT Y shape like the general composition of a NURBS object. That is the same logic of a lofted shape in MAX and the key to developing other meshes. Next, click on the Generate Path button to confine your lofted shape to a path. Now you should have a smoothly rendered object. The next part is what really makes the lofter really shine. You can control the density of your mesh. First, check the Skin option under display to view your wireframe. Adjust your shape and path steps to reduce your face count. This is the main advantage of Lofting this way over U-Loft and SURFACE TOOLS. And you have the ability to generate the form you want and reduce it way lower than both NURBS and PATCHES. Be sure to check under File- >Summary Info to see your face count as you adjust your steps. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 o%20Max%20Tutorials/Box%20Modeling/Lofting.htm (5 of 6) [29/07/2002 15:19:17] Further Studies in Organic Modeling The shape the lofter generates never is much to look at. It's in bad need of a nose, lips, and countless other details a head mesh posesses. But, with a little tweaking, this can easily take on a little more definition. Home | Learn how to skin models using SURFACE TOOLS | Links This site is ©1999 by Richard Osborne. All rights reserved. Duplication strictly prohibited without my written permission. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 o%20Max%20Tutorials/Box%20Modeling/Lofting.htm (6 of 6) [29/07/2002 15:19:17] 3D Source.net : Make it your online 3D Home Advertising Information Welcome To the 3D Source.net, your 3D Resource on the Internet MAX GUIDE v.1.00 - By Olli-Pekka Saastamoinen Website: http://www.dc.fi/~ops BOX MODELING EXERCISE 3 In the next 20 minutes you'll learn an easy way to model a human body. We're going to use box modeling technique (with meshsmooth). Requirments for this tutorial are that you have 3D Studio Max 1.2 or later and knowledge of the Max basics. Note: Max 2.5 users might find useful the Cut and Slice options. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 20Tutorials/Box%20Modeling/Modeling%20Body.htm (1 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home There's no retouching made after Meshsmooth was applied. Step 1. Making Profiles file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 20Tutorials/Box%20Modeling/Modeling%20Body.htm (2 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home First we have to make (well not have to, but helps a lot) 2 reference pictures (front and side view of what we are modeling). If you have a scanner you can draw them on paper and scan to you computer. I don't have, so here's how I did it. I drew the profiles in Max with splines. See bellow. Click here to see a high res version. You can use that if you want. Step 2. Modeling Leg It's easier to start from a leg. Start by makeing a box. Oh and remember that you have to model only the other half. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 20Tutorials/Box%20Modeling/Modeling%20Body.htm (3 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Now apply Edit Mesh and select a top face. You don't have to enter anything in the "amount", just press up arrow and you'll see the extrusion. Next picture shows you "have to do" segments. file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 20Tutorials/Box%20Modeling/Modeling%20Body.htm (4 of 11) [29/07/2002 15:19:47] [...]... file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Shoe.htm (1 of 8) [29/07/2002 15:23:48] 3D Source.net : Make it your online 3D Home Some help made with splines file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Shoe.htm (2 of 8) [29/07/2002 15:23:48] 3D Source.net : Make it your online 3D Home file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Shoe.htm... file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (8 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Start by selecting the face where to start arm extrusion file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (9 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Here's what I got file:///D|/Julian/Datos%20JULIAN/Libros%20y%2... file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (11 of 13) [29/07/2002 15:22:46] 3D Source.net : Make it your online 3D Home Here all "connection faces" are deleted Now you just attach them together and weld those vertices (white dots) file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (12 of 13) [29/07/2002 15:22:46] 3D Source.net : Make it your online 3D Home... file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (6 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Step 3 Torso Use the same technique as with the leg file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (7 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Step 4 Arm file:///D|/Julian/Datos%20JULIAN/Libros%20y%20... [29/07/2002 15:23:48] 3D Source.net : Make it your online 3D Home There's 2 segments first is pulled little bit over a leg and second one is pulled down file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Shoe.htm (4 of 8) [29/07/2002 15:23:48] 3D Source.net : Make it your online 3D Home Not bad file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Shoe.htm... 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (4 of 13) [29/07/2002 15:22:45] 3D Source.net : Make it your online 3D Home Now select those extured vertices and scale them inside the finger as bellow picture shows file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (5 of 13) [29/07/2002 15:22:45] 3D Source.net : Make it your online 3D Home Red line shows what where scaled You need 3 segments... 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (8 of 13) [29/07/2002 15:22:46] 3D Source.net : Make it your online 3D Home Place them as you can see on above picture Next make a box (width 4, lenght 4, height 1) file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (9 of 13) [29/07/2002 15:22:46] 3D Source.net : Make it your online 3D Home Now move vertices so it look something like pictures... file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (10 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Click here to continue - Making hand © Copyright 1998-99, Lukas & Dominik Dryja All Rights Reserved Duplication strongly prohibited file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (11 of 11) [29/07/2002 15:19:47] 3D Source.net... Dominik Dryja All Rights Reserved Duplication strongly prohibited file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (13 of 13) [29/07/2002 15:22:46] 3D Source.net : Make it your online 3D Home Advertising Information Welcome To the 3D Source.net, your 3D Resource on the Internet MAX GUIDE v.1.00 - By Olli-Pekka Saastamoinen BOX MODELING EXERCISE 6 Step 6 Shoe... file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (1 of 13) [29/07/2002 15:22:45] 3D Source.net : Make it your online 3D Home Next step is to move vertices so they match with the profiles Note that I added more segments on tip of the finger to make it more smooth file:///D|/Julian/Datos%20JULIAN/Libros%20y%2 0Tutorials/ Box%20Modeling/Modeling%20Hand.htm (2 of 13) [29/07/2002 15:22:45] 3D Source.net . o%20Max%2 0Tutorials/ Box%20Modeling/Lofting.htm (6 of 6) [29/07/2002 15:19:17] 3D Source.net : Make it your online 3D Home Advertising Information Welcome To the 3D Source.net, your 3D Resource. 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (11 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Advertising Information Welcome To the 3D Source.net, your 3D. 2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm (7 of 11) [29/07/2002 15:19:47] 3D Source.net : Make it your online 3D Home Step 4. Arm file:///D|/Julian/Datos%20JULIAN/Libros%20y%20 2 0Tutorials/ Box%20Modeling/Modeling%20Body.htm

Ngày đăng: 17/04/2014, 23:22

Mục lục

  • Max Tutorials

    • Modeling Animation

      • Lofting

      • Modeling Body

      • Making Hand

      • Making the Shoe

      • Monster using FDD

      • Surface tools modeling

      • Intregrating 3D in 2D images

      • daVinci3D Tutorials: Old Man1

      • daVinci3D Tutorials: Old Man2

      • daVinci3D Tutorials: Old Man3

      • daVinci3D Tutorials: Old Man4

      • Template for a Head

      • Animation with Booleans

      • NURBS Complex Bottle

      • Material Editor Texturing

        • Material Editor Texturing-Chain Link fence modeling

        • Multi Face Texturing Alien

        • Hand-On With SurfaceSuite Pro

        • Texturing Ships

        • Star Wars

          • Creating Exploding TIEs

          • Creating Lasers (I)

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