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This lets you move in a single plane. Creating a Rock and a Tree In this lesson, you'll create two primitive objects, then modify their parameters so they take on the appearance of a rock and a tree. The button highlights to show that it is active and ready to use. As long as you hold the mouse button down, you can adjust the size of the sphere. When you release the mouse button, the sphere is complete. The sphere changes size in the viewport. AEC Extended objects are pre-built geometry, including railings, fences, and plants.
They are a fast way to add realistic details to a scene. Each time you click this button, the Seed value is changed, causing the tree to undergo a random reconfiguration. Adding Materials to Objects In the Scene You add realism to scene objects by adding materials to their surfaces.
Material texture can include information from bitmap images, as well as bump maps for a 3D effect. In this tutorial the battlefield terrain, as well as the tree, rock, cannon, and windmill, all get their appearance from bitmap texture mapping. The Material Editor opens as a floating window. The Compact Material Editor is usually more convenient when you want simply to assign materials that have already been designed. The Slate Material Editor, which takes up more screen space, is more convenient and versatile for designing materials.
Typically, you would have multiple materials to choose from, so you might prefer to expand the number of sample slots selectable from the editor. A white outline shows the slot is active. Right-click and from the list, choose 5 x 3 Sample Windows. You now have 15 sample slots for future use. This material has already been constructed for you. It uses a bitmap as a texture and includes a bump map.
The viewport now displays a landscape covered by grass and dirt. The stone surface updates to a realistic texture. Next, you will apply a material to the cannon. All parts of the cannon were previously grouped together into a single entity, called a selection set. This way, when you choose a material, it is applied to all components in the selection set in a single action. This method is another way to apply materials to selected objects. You'll do this with keyframe animation.
The Auto Key tool in 3ds Max lets you record the physical characteristics of an object at any given point in time. This state in time is called a keyframe. The following procedure consists of two animations.
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Between frames 0 to , you will advance the cannon to its firing position, next to the rock. Between frames and frame , you will raise the cannon barrel in preparation for the first shot. One is to turn on the Auto Key button, move to any point in time, and transform move, rotate, or scale the object. A second method is to right-click the time slider and then set keys using the Create Key dialog. There is also a Set Key animation mode, designed for professional character animators.
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After a moment, a tooltip appears that says frame. The tooltip indicates your selection tool is hovering over the frame object. In this scene, frame is the parent object of the cannon, meaning that if it moves, the rest of the cannon assembly moves with it. Drag the time slider to frame to create a 4-second animation when played back at 30 frames a second. TIP The time slider bar also turns red, and the active viewport is outlined in red to remind you that you are in Auto Key mode.
Autokey interpolates, or averages out, the cannon position at each frame from its start position at frame 0 to its final resting place at frame TIP To avoid accidentally creating unwanted animation, develop the habit of turning Auto Key off after animating each movement. Notice how animation has already been applied to the windmill in the background. Play Animation.
Watch the animated cannon prepare its deadly attack on the windmill. Realistic materials, shadow casting, and other factors can slow the process as well. If you run into this problem, click the Browse button on the Missing External Files dialog. This opens the Configure External File Paths dialog. Click the Add button. Click OK, and then click Continue.
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Render your animation: To complete this tutorial, render the animation you made earlier. The rendering time is probably under 15 minutes, depending on the speed of your machine. If you left the setting at Single, just the currently displayed frame would render.
This smaller size has only one-quarter the area of the default, making it much faster to render.
3ds max 6 Killer Tips
You might have to scroll down in order to see this control. If you don't tell the program what type of animation format to save in, the rendering won't work. There are many different codecs to choose from. Cinepak generally gives satisfactory results and is commonly installed on Windows machines, meaning your compressed AVI file can be read by wide audience.
Watch a few frames to make sure that the rendering gets off to a good start. The Time Remaining estimate gives you an idea of how long the rendering will take. Summary You have learned how to find your way around the 3ds Max user interface while creating an animated scene. You now know how to navigate the viewports, create simple objects using primitives, and assign materials to them.
Game Development Tool Essentials
You've also learned how to move objects as well as animate and render your animation. Many different techniques can be used to create the objects in your scene. The techniques you learn in these tutorials can be adapted to any style of modeling you need to perform. For instance, if you're building models that will be incorporated into a game, you'll be most interested in low polygon modeling techniques. The same techniques will be equally beneficial when building highly detailed models for architectural presentations or motion pictures.
In this tutorial, you will learn how to:. Using Basic Polygon Editing to Create a Helmet When you model rounded objects, such as the helmet in this tutorial, we recommend that you avoid using a sphere as a starting point. The next illustration shows the polygons that make up a sphere.
The top of the sphere is composed of triangular polygons whose vertices tend to pinch together at the pole. This can lead to problems later on.