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.
Recorded in: 3ds Max 2010
- This tutorial is intended for use with 3ds Max version 2010 or higher.
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Once you have your 2D shapes in place, it is time to turn them
into 3D volumes.
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Many modifiers help you accomplish this task. Which ones you use
depends on the type of object you're trying to create.
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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.
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Depending on how you drew the shape, you will need to define
an alignment or justification for the axis of rotation.
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By default, the Center justification is used but often the Min
and Max options work better.
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You can increase the level of detail by increasing the number of segments.
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You can also weld the center (Core) to prevent a number of vertices
from "bunching up".
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Even though you added a modifier, you can still go back to the shapes
sub-level and do more editing.
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In fact, you can simultaneously edit your spline and see the end result
by using the Show End Result toggle.
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Arguably, the simplest modifier to use for turning a 2D shape into 3D
is the Extrude modifier.
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Applied to a shape like this tabletop, it provides a linear sweep
of the 2D shape to give it volume.
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A similar modifier to Extrude is the Bevel modifier.
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It provides you with three levels of extrusion, but also an outline
factor that acts like scale on the extruded geometry.
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This creates chamfered corners that help create highlights
in certain lighting conditions.
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Another interesting modifier is Bevel Profile. It works like the Bevel
modifier but instead of levels, you use a spline to define the extrusion.
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With that in mind, you ensure the object selected is the one you wish
to bevel, in this case the tabletop.
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You then apply a Bevel Profile to it, and pick a profile you created.
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If you decide to make changes to the profile, the beveled shaped
responds to the changes.
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One last modifier to visit is the Sweep modifier. Essentially,
it lets you extrude a shape along a path.
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To use the Sweep modifier, you first need a path.
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As you apply a Sweep modifier to the spline, you are presented
with a number of presets to use as a cross-section.
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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.
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If the original shape needs scaling, do it at a sub-object level.
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This means selecting the original shape, go to spline mode,
and scale it up or down.
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The Sweep modifier will then respond to the changes.
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Select the leg and make additional adjustments.
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This includes aligning the cross-section to the path.