3ds Max Modeling Techniques - Part 2 - Modeling with Splines

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Industry
  • Design Visualization
Subject
  • Modeling
  • 2011
  • Basics
Products
  • 3ds Max
Skill Level
  • Beginner
Duration
6 min

3ds Max Modeling Techniques - Part 2 - Modeling with Splines

In this tutorial, you will learn how model with splines. You will learn how to do so by taking a 2D spline, created in Part 1, and turn it into a 3D object using modifiers.

Notes
  • Recorded in: 3ds Max 2010
  • This tutorial is intended for use with 3ds Max version 2010 or higher.

Transcript

00:00:00 --> 00:00:04
Once you have your 2D shapes in place, it is time to turn them
into 3D volumes.

00:00:04 --> 00:00:09
Many modifiers help you accomplish this task. Which ones you use
depends on the type of object you're trying to create.

00:00:09 --> 00:00:16
If you need to revolve a profile around an axis, as in the case
of a glass or a bottle, you select the shape, and then add a Lathe
modifier to it.

00:00:17 --> 00:00:23
Depending on how you drew the shape, you will need to define
an alignment or justification for the axis of rotation.

00:00:24 --> 00:00:29
By default, the Center justification is used but often the Min
and Max options work better.

00:00:35 --> 00:00:40
You can increase the level of detail by increasing the number of segments.

00:00:41 --> 00:00:46
You can also weld the center (Core) to prevent a number of vertices
from "bunching up".

00:00:50 --> 00:00:56
Even though you added a modifier, you can still go back to the shapes
sub-level and do more editing.

00:01:16 --> 00:01:23
In fact, you can simultaneously edit your spline and see the end result
by using the Show End Result toggle.

00:01:36 --> 00:01:43
Arguably, the simplest modifier to use for turning a 2D shape into 3D
is the Extrude modifier.

00:01:47 --> 00:01:53
Applied to a shape like this tabletop, it provides a linear sweep
of the 2D shape to give it volume.

00:02:00 --> 00:02:03
A similar modifier to Extrude is the Bevel modifier.

00:02:04 --> 00:02:12
It provides you with three levels of extrusion, but also an outline
factor that acts like scale on the extruded geometry.

00:02:16 --> 00:02:21
This creates chamfered corners that help create highlights
in certain lighting conditions.

00:02:23 --> 00:02:33
Another interesting modifier is Bevel Profile. It works like the Bevel
modifier but instead of levels, you use a spline to define the extrusion.

00:02:47 --> 00:02:54
With that in mind, you ensure the object selected is the one you wish
to bevel, in this case the tabletop.

00:02:55 --> 00:03:01
You then apply a Bevel Profile to it, and pick a profile you created.

00:03:09 --> 00:03:15
If you decide to make changes to the profile, the beveled shaped
responds to the changes.

00:03:24 --> 00:03:30
One last modifier to visit is the Sweep modifier. Essentially,
it lets you extrude a shape along a path.

00:03:31 --> 00:03:35
To use the Sweep modifier, you first need a path.

00:04:24 --> 00:04:32
As you apply a Sweep modifier to the spline, you are presented
with a number of presets to use as a cross-section.

00:04:49 --> 00:04:57
If you have already created a shape you want to use, such as the table
leg, you can pick it from the scene and adjust its parameters.

00:04:58 --> 00:05:02
If the original shape needs scaling, do it at a sub-object level.

00:05:02 --> 00:05:06
This means selecting the original shape, go to spline mode,
and scale it up or down.

00:05:06 --> 00:05:09
The Sweep modifier will then respond to the changes.

00:05:12 --> 00:05:16
Select the leg and make additional adjustments.

00:05:19 --> 00:05:21
This includes aligning the cross-section to the path.
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Tags
  • 3ds Max
  • Modeling
  • 2011
  • Basics
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