Modeling Facades in 3ds Max - Part 2 - Setting up your Workspace
In this tutorial, learn how to setup your 3ds Max workspace in preparation for modeling the facade.
- Recorded in: 3ds Max 2011
- This tutorial is intended for use with 3ds Max version 2011 or higher.
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The starting scene contains a flat plane for the pavement,
a Daylight System for the lighting and a few cameras hidden from view.
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Before you start modeling, there are a few settings you need to check.
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In the Preferences dialog, General section,
make sure "Use Real-World Texture Coordinates" is disabled.
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This tool is unnecessary for the techniques shown here.
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Another important setting to consider is found in the Viewports tab.
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Make sure you are using the Direct3D driver and in the Configure Driver
dialog, enable the two options that read:
"Match Bitmap Size as Closely as Possible".
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This ensures good quality display for bitmaps in the viewports.
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View the image file you will be using as a reference.
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Note its pixel size and calculate the aspect ratio,
in this case 1200/1533 = 0.78
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The width of this building is roughly 7m. No tape measure
was available when the picture was taken, so paces were used instead.
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Based on the aspect ratio derived from the reference picture,
that makes the building height about 9m (7m/0.78=8.97m).
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Once you have the building dimensions ready, build a flat plane
in the Front view.
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Set the Length /Width values to 9 by 7 meters, and the detail segments to 1.
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Move the Pivot Point of this newly created object to its bottom center,
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and then center the object to the origin [0,0,0].
This is always a good spot for modeling an object.
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Convert the plane to an Editable Poly and rename it "Facade1".
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Next you apply a material to the Facade1 object
with the reference image as a texture.
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In the Slate Material Editor, use the Arch & Design Material.
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Double-click the node title to display the material's parameters
and set it to a Matte Finish.
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Drag out the Diffuse Color Map input and add the reference image
as a Standard Bitmap.
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Link the bitmap also to the Bump Map channel
as it will improve the render.
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Ultimately, you can increase the bump amount for extra roughness.
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Apply the newly created material to the Facade1 object.
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Make sure Show Standard Map in Viewport is enabled
so that you can see the bitmap in the viewport.
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At this time, you can close the Material Editor.
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You also want to ensure that at least the Front & Perspective views
are set to Shaded mode with Edge Faces Mode active (F3 & F4 hotkeys).
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You are almost ready to start modeling but not quite yet.
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If you tried moving edges or vertices around, you'd deform
the applied texture.
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Try placing a UVW Map modifier on top of the stack.
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Move down to the Editable Poly level, enable Show End Result
and start editing vertices or edges, the trick appears to work.
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However, used at a poly level, such as to create an Inset for example,
you notice you still have a problem.
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This is happening because the modifier on top (UVW Mapping) is only
affecting the selected polygon (the "inset" selected part of the model).
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To overcome this issue, add a Poly Select modifier before the UVW Mapping.
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This modifier gives back the control to the entire object
and not to sub-selections.
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It ensures the top modifiers affect the object as a whole
and not any selected polygons.
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Try again the Inset at the Editable Poly level. Remember to enable
the Show End Result mode.
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This time, the procedure works. You lose the shaded polygons
but the mapping is preserved nicely.
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Selection colors have also changed. In the Subdivision Surface group,
change the Cage colors to White and Red for a more familiar look.
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Move on to Part 3 of this project to start adding detail.