AUTODESK 3D MAX TUTORIAL BOOK FREE DOWNLOAD
AUTODESK 3D MAX TUTORIAL BOOK FREE DOWNLOAD
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TOPIC TO BE COVERED
- Creating primitive objects
- Using a modifier to alter an object's shape.
- Creating and editing spline objects
- Converting splines into geometry using modifiers
- Setting up viewports with background images
- Editing a model at sub-object levels
- Features in Editable Poly
- Using Merge and Xrefs to bring external objects into your scene
- Using the Graphite Modeling Tools Ribbon to edit poly objects
In this tutorial, you will learn how to:
■ Create and edit spline objects.
■ Use Lathe modifier to create a 3D object.
■ Use Face extrusion to create geometry.
■ Use Boolean compound objects.
■ Use viewport background images.
■ Use the Surface modifier.
1. Using the Select And Link tool, link the wing object to the gondola
object. Click on the wing and drag the cursor over to the gondola, then
release.
2.Next, link the two sponson objects to the wing object.
3.Continue linking until all objects belong to the same hierarchy, with the
gondola as the topmost node.
4.You can start in the Top viewport, but you'll probably need to use the others as you go along.
5.How you link objects is up to you; the only firm rule is that the gondola
must be above all the other objects in the hierarchy. As a rough guide,
link small objects to larger nearby objects.
6.For example, you might link the propeller objects to their related spinners, and then the spinners to their sponsors. This would create a three-level hierarchy, with the sponsor the top, the spinner as its child, and the propeller blades as the spinner'schildren and the sponsor's grandchildren.
7.As you work, keep switching to Select And Move and move the gondola
to see which objects come along with it. When you're finished, no objects
should be left behind when you move the gondola.
8. You can also check the hierarchy by clicking the Select By Name
button on the main toolbar (or press the H key).
On the Display Menu,make sure Display Children is on (with a checkmark next to it),
9.then choose Display > Expand All.
10.This displays the hierarchy as an indented list, with the parent object at the top.
object. Click on the wing and drag the cursor over to the gondola, then
release.
2.Next, link the two sponson objects to the wing object.
3.Continue linking until all objects belong to the same hierarchy, with the
gondola as the topmost node.
4.You can start in the Top viewport, but you'll probably need to use the others as you go along.
5.How you link objects is up to you; the only firm rule is that the gondola
must be above all the other objects in the hierarchy. As a rough guide,
link small objects to larger nearby objects.
6.For example, you might link the propeller objects to their related spinners, and then the spinners to their sponsors. This would create a three-level hierarchy, with the sponsor the top, the spinner as its child, and the propeller blades as the spinner'schildren and the sponsor's grandchildren.
7.As you work, keep switching to Select And Move and move the gondola
to see which objects come along with it. When you're finished, no objects
should be left behind when you move the gondola.
8. You can also check the hierarchy by clicking the Select By Name
button on the main toolbar (or press the H key).
On the Display Menu,make sure Display Children is on (with a checkmark next to it),
9.then choose Display > Expand All.
10.This displays the hierarchy as an indented list, with the parent object at the top.
In this tutorial, you will learn how to:
■ Create various complex, organic forms from simple objects such as
primitives and extruded shapes.
■ Use the Symmetry modifier to create a mirror duplicate of half of the
model.
■ Transform editable poly sub-objects to fine-tune the model shape.
■ Insert vertices to add resolution where needed.
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