By Boris Kulagin
3ds max is the innovative new software that gives to special effects pros with complicated instruments for personality animation, subsequent iteration video game improvement, and visible results construction. during this entire reference, clients are taken from modeling a still-life scene to animating photo-realistic and fable characters in a number of natural and mechanical backgrounds. clients are proven not just the way to practice an motion, yet which activities might be utilized in a number of occasions. very important projects comparable to developing seamless texture and modeling a person's head are validated, and distinct cognizance is given to the software's performance. additionally incorporated are thoughts to increase the potency and productiveness of regimen paintings.
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Additional info for Advanced 3Ds Max 5: Modeling and Animating
You can edit them using the UVW XForm modifier — give it a try if you like — but in this case it is easier to reassign them completely. Now, let us look into the Material ID parameter. It defines which sub-material (of the aggregate set of materials defined by a Multi/Sub-object) each sub-object (polygon or plane) is assigned. • Switch to the polygon-selection mode: ♦ Context menu à Sub-object à Polygon • Select the polygons with a material index of 1: ♦ Control panel à Surface Properties à Material à Select By ID • Type "1" in the window's input field and press OK (Fig.
Note that there is a window icon to the left of the command. If you press this icon, the settings window of the command will appear. 4, a and b: Sequence of creating the living area's basic geometry • Select the resultant polygon and extend it on the Z axis approximately 1 meter (Fig. 4, b). Specify this value on the coordinate entry panel, or enter it directly in the window of the Z coordinate. Offset Mode Transform Type-In should be on. 6 meter (Fig. 4, c). 4, c—f: Sequence of creating the living area's basic geometry • Rotate the view in the projection viewport as you like (or use the Bottom view), and select the edges of the bottom polygons.
Tip This selection can easily be made as follows: Select one lateral edge, then select all lateral edges using the Ring command of the Selection drop-down menu on the control panel. Convert the selection composed of edges to a selection of polygons using the Convert to Face command on the context menu. • Make the bottom round by selecting the edges and applying the Chamfer command twice (Fig. 4, g). To stay in the settings window, press the Apply (not OK) button for the first adjustment. 4, g and h: Sequence of creating the living area's basic geometry • Build the bottom part (Fig.