Tuesday, November 25, 2008

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Tuesday, November 18, 2008

03) Making a Landscape with 3ds studio max

1) Create a plane in the top viewport. Width and length should be around 15m by 15m. For realistic scenes, if other objects were to be included, you would want to choose real dimensions, such as 100 m x 100 m. In the modify tab, adjust the length and width segments to around 25. The more segments, the more the plane will become modified later on.
2) In the modify tab, select DISPLACE. In image rollout, click on NONE for map, and choose NOISE. (you can use smoke as well, or choose bitmap and use your own map you make in photoshop. )
Increase the strength to 1.5 meter. You should now see peaks and valleys in the plane. For taller peaks, use a strength number higher than 1.5 m.
*Extra Info*
Maps read the alpha channels of a picture, i.e. the amount of black and white, and different degrees of gray. White means positive, black means negative. 3dsm will let you use a color photo as well, and it will automatically adjust levels of black and white in the image. The default NOISE map in 3dsm is an excellent image of black with white speckles, which means all white speckles will become "peaks" in the displacement. Smoke had a good black and white image as well.

3) Though the plane has peaks and valleys, it has not deformities on the other axises. Therefore, we will add a NOISE modifier. Click on modifier, and click on NOISE. Use these settings.
You can see now the plane has more randomness and complexity in shape. Rotate and zoom with the perspective camera till you find a suitable spot to work with. I choose an area that looked like this.
4) Now for some interesting methods. We will make 2 copies of this ground plane layer, and place each copy just SLIGHTLY under the one above it. Click on the plane, and click on the move button. Zoom in on either the right of front viewports to a nice close-up view, but with the move gizmo still visible. Hold down SHIFT and then move the plane down the y axis ( use the gizmo to constrain the axis ). Let go of the mouse button, and it will ask you if you want to clone the image. Click YES. You now have made a copy of the layer by simply holding shift. Do this again, and create a 3rd layer just under the first two.

5) All the modeling is done. Now to texture the model. We will use standard 3dsm materials, since they look good, and you already have them. But for future reference, you can use ANY texture you want. Open up material editor, click on any new gray sphere, and click on GET MATERIAL button, and look through. Material library for Ground_Grass. Double click to add it to the sphere in the material editor.

Open up the MAPS rollout ( if not open already ) and select OPACITY. Leave at 100, check the box to on, and then click on the word NONE to select a map. Select the FALLOFF map. You will see you grassy sphere has quite some opacity to it. This opacity will vary with height conditions. Assign this material to the TOP MOST plane ( the first one you made most likely ).
Give a test render. If the grass looks to zoomed in or blocky, increase the tiling. Do this by clicking on the diffuse color map, and then make the tiling 2 instead of 1 for U and V directions.

6) Now, choose a new gray sphere again, and apply the material Ground_Gray Dirt ( standard ). Again, choose a Falloff opacity map, and tile the diffuse channel to 2 if you think necessary. Aplly this material to the SECOND ground plane - the one JUST under the grassy plane. Try a test render. You should now be able to see the grass AND where the grass is see through, you can see the cracked ground dirt.
7) Final texture, choose a new gray sphere, and choose the material Ground_SandShore ( standard ). Do not bother with an opacity map on this layer, since there will be nothing more under it. Just simply apply it to the third ground plane ( the bottom most one ). Feel free to increase the tiling to 2 or whatever
you think looks best. Give another test render, it should look like this.

8) Now we need a sky. 3dsm comes with some sky pics, or you could find ANY on the internet - just search google for SKY pictures. Anyway, click on Render, then Environment from the menu at the top. On environment map, click on NONE and choose BITMAP - then search your hard drive for the sky pic you found. ( an alternate, more adjustable way of doing this is to create a plane or box behind the perspective image, and then in material editor, apply the sky pic bitmap to the plane ( or box ) you just made. This way, you can adjust the length and width of the pic you just used, but it takes a little more work. For beginners, try just simply using the environment option.

9) The last step is to add light to the scene. The simplest thing to do do is to add an omni or spotlight onto the scene - with most light towards the back of the view ( where the sky is ). Make sure to turn shadows ON in the modify tab.

Here my final render: Landcape.jpg That is it for making a landscape. Very realistic looking, and not too much work. I would like to show you one last optional step. You can very easily add FOG to this mountaintop by this method:
Go to render - environment again. Under atmosphere, click add, then add VOLUME FOG. Then play around with the setting to your hearts content. But make sure fog background is on, that you lower density to 5-10, and that you turn on EXPONENTIAL. You can get a result like this

Monday, November 17, 2008

02) Simple Box Modelling

Here you will be taught how box model a TV.

1) Make a square. And use these settings.

2) Go to the MODIFY TAB and select EDIT MESH.

3) Now select the Vertex icon in the edit mesh properties. Your cube should now have a bunch of blue dots all over it.

4) Now in your front viewport we will start modeling. Select the 2nd dot from the right. And move it down just a tiny bit, select the "select and move" icon to move the dot. (Make sure "Ignore Backspacing" is NOT selected. In the picture above, the option is right below where you selected vertex)

5) Now select the dot to the right and move it down about half way to the next layer. Then select all the rest of the dots on the top layer and move them so that they are almost touching the layer below. Do this for the bottom layer of dots also.
Repeat step 4 and 5 for the bottom. Your TV should look like this.
6) Make another square and use these settings.
7) In your RIGHT Viewport position the square directly in the center of your TV. If you don't have a Right Viewport go to CUSTOMIZE > VIEWPORT CONFIGURATION and select the LAYOUT tab. Right click a viewport and select right. Then in your FRONT Viewport position it at the right so that most of it is sticking out.

8) Made a clone of the new square we made. EDIT > CLONE. and move the clone square off the the side somewhere.

9) Now select compound objects in the geometry tab.

10) Click on your TV, then select BOOLEAN, in the options there, select "PICK OPERANT B" and then click on the Square that is sticking out of your TV. There should now be a indent in your TV.

11) Take the 2nd square the we made and moved it into the indent we just made.

12) Now you can put textures on your TV and Screen and render it. Thats as far as Im going to go in this tutorial. You should now have basic knowledge on how box modeling works, as well as how to use the Boolean tool. (Author:- Nadun Dissanayake)

Friday, November 7, 2008

01) 3ds max Basic Introduction

3Ds Max

The original 3D Studio product was created for the DOS platform by the Yost Group and published by Autodesk. After 3D Studio Release 4, the product was rewritten for the Windows NT platform, and originally named "3D Studio MAX." This version was also originally created by the Yost Group. It was released by Kinetix, which was at that time Autodesk's division of media and entertainment. Autodesk purchased the product at the second release mark of the 3D Studio MAX version and internalized development entirely over the next two releases. Later, the product name was changed to "3ds max" (all lower case) to better comply with the naming conventions of Discreet, a Montreal-based software company which Autodesk had purchased. At release 8, the product was again branded with the Autodesk logo, and the name was again changed to "3ds Max" (upper and lower case). At release 2009, product name changed to "Autodesk 3ds Max".

3ds max living room render rendered with V-Ray


Polygon modeling :

Polygon modeling is more common with game design than any other modeling technique as the very specific control over individual polygons allows for extreme optimization. Usually, the modeller begins with one of the 3ds max primitives, and using such tools as bevel and extrude, adds detail to and refines the model. Versions 4 and up feature the Editable Polygon object, which simplifies most mesh editing operations, and provides subdivision smoothing at customizable levels.

Version 7 introduced the edit poly modifier, which allows the use of the tools available in the editable polygon object to be used higher in the modifier stack

NURBS (Nonuniform rational B-Spline) modeling :

A more advanced alternative to polygons, it gives a smoothed out surface that eliminates the straight edges of a polygon model. NURBS is a mathematically exact representation of freeform surfaces like those used for car bodies and ship hulls, which can be exactly reproduced at any resolution whenever needed. With NURBS, a smooth sphere can be created with only one face.
The non-uniform property of NURBS brings up an important point. Because they are generated mathematically, NURBS objects have a parameter space in addition to the 3D geometric space in which they are displayed. Specifically, an array of values called knots specifies the extent of influence of each control vertex (CV) on the curve or surface. Knots are invisible in 3D space and you can't manipulate them directly, but occasionally their behavior affects the visible appearance of the NURBS object. This topic mentions those situations. Parameter space is one-dimensional for curves, which have only a single U dimension topologically, even though they exist geometrically in 3D space. Surfaces have two dimensions in parameter space, called U and V.

NURBS curves and surfaces have the important properties of not changing under the standard geometric affine transformations (Transforms), or under perspective projections. The CVs have local control of the object: moving a CV or changing its weight does not affect any part of the object beyond the neighboring CVs. (You can override this property by using the Soft Selection controls.) Also, the control lattice that connects CVs surrounds the surface. This is known as the convex hull property.

Predefined Standard Primitives list
  • Box box produces a rectangular prism. An alternative variation of box is available—entitled cube which proportionally constrains the length, width and height of the box.
  • Cylinder cylinder produces a cylinder.
  • Torus torus produces a torus or a ring with a circular cross section, sometimes referred to as a doughnut.
  • Teapot teapot produces the Utah teapot. Since the teapot is a parametric object, the user can choose which parts of the teapot to display after creation. These parts include the body, handle, spout and lid.
  • Cone cone produces round cones—either upright or inverted.
  • Sphere sphere produces a full sphere, hemisphere, or other portion of a sphere.
  • Tube tube can produce both round and prismatic tubes. The tube is similar to the cylinder with a hole in it.
  • Pyramid The pyramid primitive has a square or rectangular base and triangular sides.
  • Plane The plane object is a special type of flat polygon mesh that can be enlarged by any amount at render time. The user can specify factors to magnify the size or number of segments, or both. Modifiers such as displace can be added to a plane to simulate a hilly terrain.
  • Geosphere GeoSphere produces spheres and hemispheres based on three classes of regular polyhedrons.
Predefined Extended Primitives list

  • Hedra produces objects from several families of polyhedra.
  • ChamferBox creates a box with beveled or rounded edges.
  • OilTank creates a cylinder with convex caps.
  • Spindle creates a cylinder with conical caps.
  • Gengon creates an extruded, regular-sided polygon with optionally filleted side edges.
  • Prism Creates a three-sided prism with independently segmented sides.
  • Torus knot creates a complex or knotted torus by drawing 2D curves in the normal planes around a 3D curve. The 3D curve (called the Base Curve) can be either a circle or a torus knot. It can be converted from a torus knot object to a NURBS surface.
  • ChamferCyl creates a cylinder with beveled or rounded cap edges.
  • Capsule creates a cylinder with hemispherical caps.
  • L-Ext creates an extruded L-shaped object.
  • C-Ext creates an extruded C-shaped object.
  • Hose a flexible object, similar to a spring.

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