3DMAX Simple Item Modeling Tutorial

Updated on technology 2024-03-16
13 answers
  1. Anonymous users2024-02-06

    <> this is a very simple table, first enter the creation panel, select the box, make a very thin table surface, and then copy a table surface, turn this surface into a table leg, enter the value to turn the plane into a column, copy three columns, distribute them in the four corners of the table, and then continue to copy, use this to make other components, this production process is basically to use a box, and then play lighting, rendering.

  2. Anonymous users2024-02-05

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  3. Anonymous users2024-02-04

    First, the production of the first mold.

    The production of the initial model of the character is generally divided into two kinds, one is to create directly with the Z ball in ZB, and the second is to create a large mesh in the 3D production software, this step is mainly to confirm the large body of the character, and the wiring of the model should be as average as possible, and try to avoid 3 corner surfaces, and must not appear polygonal surfaces (5 sides. 5 sides or more), try to use 4 sides.

    Second, high-model production.

    If the designer creates the initial mold with the Z-ball, the model is directly subdivided and engraved in ZB, and if the touch created with Maya software is poured into the high-end engraving software such as ZB.

    This step is also the most time-consuming and labor-intensive step in the creation of this character, and when you need to add sub-objects to the character, you can export the model to 3D software and add them.

    3. Tuozen macro compensates for low modulus.

    The accuracy of the model after zbrush engraving is too high, and the number of faces is also a lot, if we directly import the game engine with high poly, the computer will collapse, so we need to topometer the high poly to a low poly with roughly the same structure as the high-poly skin.

    There are many ways to top, 3DMAX and Maya have new topology plug-ins, and Zbrush also has topology modules, but here I am used to using the Topogun software for topping, and choose the corresponding method according to my own habits.

    Fourth, split the UV

    After Topogun tops the low-poly mesh, to pour the low-poly mesh into the 3D software for UV splitting, we can use 3DMax and Maya's UV device, or you can use a professional UV search tool to split the UV, such as UVlayout.

    5. Baking of textures.

    This step is the production of normal map and AO map, simply put, this step is to give the concave and convex details on the high poly to the low poly in the form of a map, so that the low poly can show the concave and convex details and ambient light details of the high poly, and the baking of the map can be done with the baking tools that come with the 3D software, or you can use professional baking software.

    Here is to render the split UV panel,Return to PS to draw texture details,Generally, we mainly draw the background color plus some special textures,Finally, superimpose the AO map He Chenshu to complete the texture drawing。

  4. Anonymous users2024-02-03

    The kind of picture given by the brother The large part is molded, and the UV map in the upper right corner is used for the later stage of the model after the formation of the UV The main modeling tools of the game model are 3DMAX Maya, two mainstream software, including some plug-ins, when doing most of the samples provided by the artist or idea, and then sculpted and molded in the modeling software, and then the UV is pasted on the surface of the model.

  5. Anonymous users2024-02-02

    Of course, first design the image, and then use software such as 3D modeling, which is complex surface modeling, first determine the first point you build, and then gradually connect it with line sketches, you can go to some forums to see the tutorial.

  6. Anonymous users2024-02-01

    Rice must be eaten one bite at a time, and one step cannot reach the sky.

    To use 3D well, several pieces of software are involved.

    Let's start with the basics.

    Maya or 3D Max can't be played without a foundation.

  7. Anonymous users2024-01-31

    I. Concept and Analysis.

    Before making any work, you must have a concept to guide you, that is, you must be clear about what you are about to do and what it might look like, and then you must have a direction. Since there is only one such picture as a reference, it is completely free to imagine what it looks like outside of this side, and it may be more free than having a comprehensive reference map. When we first started learning, we all wanted to have front and side views to guide us to build models in 3D space, but the reality is that there are often not so many conditions to get the front and side views you want.

    For example, if you want to be a lion, do you have to find a lion to take pictures, hehe) So, the best way is to study the structure of the creature you make and know it by heart. In this way, when building the model, it is not necessary to stick to formulaic wiring, but to let the biological structure itself determine the direction of the topological line, rather than to match the biological structure with the inherent situation of a certain topology. The biological structure in the figure can be roughly divided into three parts, the lower body is the structure of birds and beasts, the biggest feature is the huge kneecap, and the chest, abdomen and hands are roughly similar to human structures except for the back with a lot of protruding structures; The head resembles a fish.

    After making this classification, I have a good understanding of the whole picture of the organism and the basis for modeling.

    2. Modeling. My personal habit is to start with box, and constantly squeeze out to shape the basic type, and some friends are used to using dough sheet mesh and quad to squeeze out to shape it. Both methods have their own merits, and it mainly depends on the individual's choice. The box modeling method is easy and good for spatial positioning, while the mesh method is not as intuitive as it is in terms of spatial positioning, but the mesh method is easier to control the routing flow direction.

    Overall, the choice of which option you choose depends on the specific situation and personal preference. Since there is only one reference diagram for this model, the box method is selected to model, which is easier to locate spatially. The first is the basic shape.

    When you do the basic shape, take more time to adjust, because all the next structure is based on this, and if the foundation is not good, everything you do next will be in vain.

    After building the basic shape, you can start the subdivision operation, which basically uses two ways to subdivide. One is to use a cut edge and another to rotate a diagonal edge to change the flow direction of the previous topology line.

    Due to personal time constraints, the model has not been sculpted in detail to match the details of the concept map, nor has the UV been unraveled, but in order to have a clearer idea when making texture materials in the future, it is best to plan the appearance of the model after the texture in advance, so the next texture concept part will be transferred to 2D processing. Before entering Photoshop, render the image pass of dirt, gi, reflection, highlights, and an SSS material. The lighting (in order to be composited in PS) uses an HDRI and a flat light source and floodlight.

  8. Anonymous users2024-01-30

    With Maya or 3D Max

    lz look at the tutorial, I can't say clearly.

  9. Anonymous users2024-01-29

    1. [Basic Modeling] is suitable for most situations, including geometry and splines.

    2. [Composite Modeling] is generally used in special cases to make modeling faster and can perform graph merging.

    3. [Suface Toods Modeling] is done by establishing the outer contour first (the appearance has rules to find), which is suitable for when the polygon is slow and troublesome.

    4. [Polygon Modeling] is very powerful and basically suitable for modeling anything. There aren't many things that can't be modeled using polygons.

    5. [Patch Modeling] has several more adjustable axes than others, so it can be handled manually when dealing with the sleek effect, which is more free.

    6. [NURBS modeling] basically does not need to come with it, and it is generally done with plug-ins, which are used to make surface objects. The 6 modeling methods listed above basically cover all the modeling methods in 3DMAX, among which "patch modeling" and "NURBS modeling" are basically gone.

  10. Anonymous users2024-01-28

    The first step is to understand the construction drawings of the renderings to be drawn and which angle to be represented.

    2 Step 2, create a new file in 3dmax, set the file unit to mm in the custom unit settings, OK.

    3. Step 3: Export the floor plan corresponding to the rendering space to be drawn in CAD, in DWG format.

    4Step 4Export the ceiling diagram in DWG format.

    5Step 5: Export the corresponding elevation of the space to be rendered, in DWG format.

    6. Step 6: import the sorted out construction drawings into the MAX file newly created in the first step for sorting and placing them in the corresponding position.

    7. Step 7 draws the wall line with a two-dimensional line according to the imported 3D plan, extrudes according to the height of the elevation drawing, and pulls out the basic wall according to the construction drawing.

    8. Step 8: Draw the basic shape of the ceiling with 2D lines according to the imported 3D ceiling diagram.

    Step 9: Use the two-dimensional lines of the section of the ceiling line to scan the gypsum decorative line of the ceiling, and pay attention to the height and stacking relationship of the ceiling.

    In the 10th step, the background of the video wall is drawn, and the construction drawing of the façade is moved to the corresponding position of the plane.

    Step 11, combine the plan and elevation construction drawings, draw the middle part of the TV background, use 2D traces and scan.

    In the 12th step, the line uses the 2D line and then picks up the template profile line for the sweep command.

    Step 13, draw the wainscoting on both sides of the TV, also use 2D line drawing lines, draw the section of the decorative lines, and scan.

    Step 14, follow the method of steps 13 and 14 to complete the other parts of the wainscoting. Skirting boards with two-dimensional lines.

    Draw a cross-sectional shape and extrude it with the Extrude command.

    In the 15th step, combine the flat and elevation construction drawings of the sofa background wall, use 2D line drawings and extrude the basic wall shape.

    In the 16th step, the decorative lines of the sofa background wall are drawn with 2D lines, the cross-section of the decorative lines is drawn, scanned, converted into polygons, and the point level size is moved to the corresponding position.

    Step 17, observe the shape of the ground flower diagram, and draw a single ground flower element with a two-dimensional line, arrange the shape according to the diagram, cut the intersecting parts with Boolean commands, and rotate the last Boolean to remove the excess parts.

    Step 18: Adjust the details of the floor and move it to the corresponding position, so that the whole interior space is built.

  11. Anonymous users2024-01-27

    Can be broken down to do. Make an eighth of the dome, mirror copy.

  12. Anonymous users2024-01-26

    I have a method, but it takes a lot of segments, but I can make it here:

    1 Create a box: 400 x 100 x 50 (four holes, one hole is 100, and the dome height is 50 (actually less than 50).

    2.Create a cylinder: 40 500, position through the longest, let half of the box be embedded in the box Equivalent to creating a cylinder under the box Half of the cylinder is in the box

    degreeMake a copy of the cylinder, the length becomes 150, which is greater than 100 (the width of the box), and copy the four transverse plugs inside the box

    4 Add many, many lots to all models

    5 Select the box, and the longest cylinder Boolean, and then collapse or attach the four cylinders, and then Boolean again with the object that has just been Boolean, and that's it

  13. Anonymous users2024-01-25

    Drawing such a model can be done with the Polygon and Symmetry modifiers;

    Take MAX 2009 as an example:

    1. Leaf part:

    2. Select the arc edge, hold down the shift key and drag to the y axis to copy the thickness of the first leaf

    3. Under the "Element" level, select all, press the shift key and drag on the z-axis to copy the second leaf:

    4. Delete the extra surface that overlaps with the first leaf in the second leaf

    5. Adjust the edge of the deleted side of the second leaf to overlap the edge of the first leaf

    6. Copy the second leaf up 6 copies to get a total of 8 leaves, and attach the 8 leaves as a whole:

    7. Add a "Symmetry" modifier to it and adjust the axis of symmetry

    8. Add symmetry modifiers multiple times:

    9. Convert the shape to polygon, or collapse the modifier to the Point level, and weld the vertices where each leaf intersects.

    10. Select the edge at the opening and use the "Bridge" command to get the following shape:

    11. Select the top border, press the sfhit key and drag it up to make the top column shape (omitted here), and then add the "Style Smoothing" modifier to the shape

    12. Specific asymmetry and other details, adjust slowly.

    There are many items in these steps that can be swapped and even used with other commands to achieve the best and most efficient results.

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