3DS MAX : T2 - Creating Spaces
(C) Stephen Peter, 2000,2009
Introduction
This diagramatic plan shows the residence you are going to model.
The dark line represents the axis - the origin (0,0) is located on the
southern side between the kitchen and the living room.
The grid shown is a 1x1m grid.
The objective of this tutorial is to introduce the major techniques used
to create models using 3D Studio MAX.
To set your grid, right-click on one of the snapping icons on the main
toolbar. I suggest a 1m grid.
Before we start creating the objects, let's make sure the Units are
correct! Select Customize - Units Setup. Hit the
System Unit Setup button at the top of the dialog
box; and set 1 unit = 1 "meters" (and hit OK).
Then set the Display Unit Scale to
Metric (Meters).
Make sure that your Grid is set to something sensible...
Creating a "Size" Guide
This first box is the floor of the Living Room.
This assumes the box is selected!
Once you've created and relocated the box, you might want hit
Zoom Extents All again.
The first technique used to create models is simply to use 3D objcets
(like boxes)...
Create a 5x10m Box. Do this by first drawing a
box in the Top view, then change the
Length to 10m and the Width
to 5m. Make the Height-0.2m.
Click on Zoom Extents All.
Click
Select and Move, then right-click on
Select and Move! The Move
Transform Type-In Dialog will be displayed. In the
Absolute World X, type 2.5 and in Y type 5 (and press Enter); close
the dialog box. This will position the centre of the box at that location.
Sometimes it is useful to be able to accurately position objects!
This creates a copy of the selected object(s) at their current location;
then moves the original beside the copy.
At this stage you should have 2 boxes similar to those shown in the figure
to the right.
Select Edit - Clone, make sure "Copy" is
selected and hit OK. Click and then right-click on Select
and Move again, then type -2.5m in the (absolute)
X, and 1m in the (absolute) Z (and press Enter); close the dialog box.
Name the objects...
You might also want to change the colours...
The left box should be selected. Click on its name in the
Name and Color area of the Command Panel. Change
the name to "Dining Floor". Click on the box on the right and change its
name to "LivingRm Floor".
We now have 2 boxes that will be used as the floor of the split-level
space we will create. Click on Zoom Extents All.
Extruding Elevations
Bascially, I want you to draw the white shape shown here, after that
you'll draw some (window) holes...
See the instructions below...
The second technique used to create models is simply to create 2D
shapes then convert them into 3D objcets...
Right-Click in the Front view (to make it the
"current" view) and then click on "Maximize Viewport Toggle",
which will change the display to only show the Front
view. Use Pan to drag the view down a bit - so that
the two floors are near the bottom of the view.
Shapes is beside Geometry, in the Create Command Pannel.
When entering the following points, you don't have to be totally precise!
You can edit the points' locations afterwards.
You will now draw the space's wall (in elevation)! Click on
Shapes and Line, then
place a point at the top-right of the Living Floor (this is point "1" in the
figure above), then up about 2.5m, then about 2.5 above the top-right of the
Dining Floor, then 1m above that point, then 2.5 above the top-left of the
Dining Floor, then click on the top-left of the Dining Floor, click on the
top-right of the Dining Floor, click on the top-left of the Living Room Floor,
and finally click on the top-right of the Living Room Floor again and close
the Spline.
You might also want to deform the window openings...
Next, click OFF the tick beside
Start New Shape (above the Line button) -
this tells MAX that the shapes we are about to create are part of the
previous shape!
We will now put 2 windows in the wall.
Click on either the Rectangle,
Circle, Ellipse or Star
and create 2 "holes" inside the wall shape you have just drawn!
If necessary, use Edit-Spline (which was explained in the previous
tutorial) to "tidy" up the Wall. Both the openings need to be wholly inside
the wall shape...
Once you have edited the shape to your satisfaction, click on
Modify (in the Command Panel)
and select Extrude from the
Modifier List. Set the extrusion amount to 0.25m.
Click on
Maximize Viewport Toggle to return to the 4 view
display. Rotate the Perspective (using
Orbit which is next to Min/Max
Toggle) view so that you can see the wall and the 2 floor objects.
In the Top View, click on the wall and select Edit - Clone
, this time use Instance. Then click (and
then right-click) on
Select and Move. Enter 10.25m in the Absolute Y and
press Enter; close the dialog box.
Changing the wall's colour can be considered putting a material on the wall;
but (of course) there are much better ways to do that - which we'll cover
in a later tutorial.
Click on the wall at the "bottom" of the Top View and rename it
South Wall, then rename the other
North Wall.
You now have the basic "shell" of the space we are going to create.
Revolving Revolting Columns
In this section, you will draw the outline of half a column and
then spin it around to make the 3D object, and finally move the column into
the space.
The columns are another example of the second technique used to create
models (2D shapes converted to 3D objcets).
Right-click on the Front view and then click
on "Maximize Viewport Toggle" to change to a one viewport
display.
The left edge of this spline will be the centre-line of the column.
Select Shapes and the click on "
Line". Click the first point at about 0,0 then place a
point about 0.150m to the right. Working upwards, place a number of points
about 0.150-0.250m to the right of the axis, up to the height
of the top of the wall. Enter a point at the top of the wall (about
0,4.5), and finally click back on 0,0 to close the
spline.
(Click on the thumbnail to see an example column line)
Click on
Modify in the Command
Pannel, then click on vertex to edit the
points (also, click on
Select and Move if it is not
already selected). You can move vertices around (you can delete vertices by
selecting them and pressing the Delete key). To make a point a Bezier,
right-click on the vertex and select Bezier from
the popup menu. Also, make some of the points
Bezier-corner. When you make a vertex Bezier or Bezier corner, drag the small green
rectangles around...
If you have problems moving the bezier's green rectangles, select
Customize - Show UI - Show Floating Toolbars.
Look for the tool bar with "X, Y & Z" etc, if "XY" is not selected,
select it!
The modifier below Lathe is very interesting - Latice is
used to make solids "holey"... fun!
When you are finished editing the shape, click on
Create
in the Command Panel then click on
Modify again - this makes sure you aren't still editing the shape's
vertices. Now we can revolve it (which will change it from a 2D shape into a
3D object)! Select Lathe from the
Modifier List (in the Object-Space Modifiers
section). Make sure that you set the Align to
Min (see image), this makes sure that the
"minimum" edge is the one that the shape is revolved around.
The end result of this should be a spectacularly deformed looking column!
Once you are happy with the column, hit the "Maximize Viewport
Toggle" to return to the 4 viewport display. You should see your
column buried in the south wall. Right-click on
Select and Move and change the
Absolute Y to 3.333m - this will move it one third of the way into the
space - then close the dialog box. Finally, change the name of the object to
Column01.
Select Edit - Clone (instance
) to copy the column, and then right-click on Select
and Move and change the Absolute Y to 6.666m,
then if necessary, change the name of the object to Column02. We should now
have 2 columns in the space.
Cutting our way through Adversity
In this section you will cut a hole in the dining floor.
The third technique used to create models is generally called
Constructive Solid Geometry (CSG), in 3D Studio MAX though, it is called
"Boolean". Basically, it involves combining, subtracting or intersecting
existing objects to create new objects.
The box dimensions
(in the top view) are: Length 1.0m, Width 1.5m, Height 1.5m.
This can be done by "Absolute positioning" the box (centre) to
-0.65, 5.0, 0.0.
The Boolean command is used to (amongst other things) cut holes in Objects.
Select Box (from the Create
(Geometry) Command Panel) and draw a box in-between the 2 columns.
The box should be 1.5 x 1.0 x 1.5 (X,Y,Z). Create the box and then use
Modify to correct the box's dimensions. This
box will be used to cut the hole for the stairs.
Position the box so that it will cut a hole about 1.4m into the floor!!
Once the box is positioned to you satisfaction, select the Dining Floor.
Change the drop-down list near the top of the Create
Command Panel from Standard Primitives
to Compound Objects, then select "
Boolean". Make sure that the Operation selected is "
Subtraction (A-B)", then click on the "Pick Operand B
" button and pick the box you've just created.
If that worked OK, then you should now see that there is a hole in the floor!!!
That completes the introduction of the 3 techniques commonly used to create scenes:
use 3D primitives, like Box, Sphere & ChamferBox;
use 2D primitives (like line & circle) then convert them to 3D using (for example)
exturde & lathe; and
use Boolean (or ProBoolean) to "combine" 3D objects.
Ascending to a higher plane
In this section we will create the stairs. Note that - when Select and
Move is active - you can position the box using the coordinates listed at
the bottom of the application.
This image shows the first step in the Top and Front views.
Create a box (in the Top view) - Length 1.5, Width 0.3, Height 0.25, and
then move it to -1.3,5.0,0.583. This will position the box as
the top step.
Array...
The Array should result in a total of 5 "step" objects being created.
Note that this leaves a small gap at the bottom of the
steps - we will fix that soon!
Having located the first step, you will now use "Array" to place (instance)
copies of each of the other steps. Make the Front
view the current viewport and hit the Maximize Viewport
Toggle (and maybe zoom-in on the steps). With the top step selected
(this is the box you've just created), select Tools
- Array... this can be an intimidating Dialog at first, but it's
actually quite simple! Firstly note that the Array Transformation uses
the "Screen Coordinates". This means that, in the Front view, X is the
"normal" (absolute) X axis, but Y is the "normal" (absolute) Z axis. Our
steps will be 0.250 wide and 0.167 high, so enter 0.250
in the (top) X and -0.167 in the
Y - this ensures that each new step moves that distance. Finally, set
the "1D count" to 5, and hit OK.
You can either pick on the 5 steps on use "Select by
Name" and choose box01 to box05.
Select the 5 steps and then choose Group - Group,
name the Group "Steps". You might also like to change the colour of the steps.
Filling the Gaps
Change the floor's centre by right clicking on Select
and Move. Change the width from the Modify
section of the Command Panel.
Select the LivingRm Floor and move its centre from (2.5, 5.0, 0)
to (2.4,5.0, 0), and increase the object's width from 5.0
to 5.2. This should fill the little gap between the last step and the
floor. Hit the Maximize Viewport Toggle to return to
the 4 viewport display.
The next gap we want to fill is the big hole between the two floor objects.
Hiding things . . .
You can select 2 objects by using Ctrl-click to select the second!
Select the two columns and then change the Command
Panel to Display (this is the icon that
looks like a monitor). Hit the "Hide Selected"
button to hide these objects. This is a very useful technique, firstly to
speed up drawing and secondly to temporarily remove things that are in the
way.
Position the box so its bottom - right corner (in the Top view) lines up
with the edge of the stair hole (not the stairs) - see the arrow on the
diagram!
In the Top View, create a Box about (L)4.6,
(W)2.0, (H)0.8 and position it to cover the gap on the "north" side of
the stairs. You should be able to do this "by eye" - simply zoom-in - make
sure you do this in the Top View.
Copy the box you've just placed (use Edit - Clone
(copy)), and change the Height to 2.0, then position it to cover
the gap on the other side of the stairs, but this time position the box
so it protrudes a small amount into the living room (to the right) and
an equally small amount over the steps!
With the second box (the one on the 'south' side) selected (in the
Top view); do a Edit - Clone
(copy); then right-click on Select and Move,
under the Offset Screen put (X) -0.1
and (Y) -0.1. This should result in the copy being offset (in
the Top view) "down" and to the "left."
In the Create command panel, change
Standard Primitives to Compound
Objects and choose Boolean. This time change
the Operation to Subtraction (B-A)
, hit Pick Operand B and choose the 'original'
south-side-gap-filler box (the one that you didn't offset).
Vestigial Bedrooms
Before creating the Kitchen, we will create two large boxes to be the back
walls of our space.
Firstly, we will create the "back" wall - use the Top View! Create a box
to the left of the "southern" portion of the upper floor. The box I created
was (L)4.2, (W)4.0, (H)4.5, centred at (absolute) -7.0, 2.1, 0.0.
Call the box Bedroom01.
Once you have created the first bedroom box, use Tools
- Mirror to create an Instance (copy) of the box. Set the
Mirror Axis to "Y", Offset
to "5.8", and Clone Selection to "Instance". This
box should be named Bedroom02.
Cooking up a Kitchen
The Kitchen is to be located on the upper level on the "south" side.
We won't model it in great detail, but it should be enough give someone
the idea!
Creating Cupboards...
Create a box to the right of the Bedroom01 box - this will be
the full height cupboards along that wall. I made my box 3.5 x 0.8 x 3.0.
once you have created the box, rename it Cupboards and move it up 1.0
(because the kitchen is on the "upper" level).
Use the Line shape to draw the Kitchen's benches (refer to the figure above).
The benches don't have to be exactly as shown! Once you've created the
(closed) Line, extrude it 0.050, and then move it up 1.8 (so it is 0.8
above the kitchen floor).
Create boxes under the bench (for cupboards) and doors for the
cupboards...
Oh, and I suppose we should unhide those columns! Select
Display from the Control Panel and then
Unhide All.
Conclusion
Finally, to recap what you've learned in this tutorial. You've used
the following "techniques" to make objects:
Standard Primitives
boxes used to create the floor and the cupboards.
2D Shapes
to create outlines (like the walls and the columns) which were
then converted to 3D (we
used Extrude and Lathe)...
Boolean
using (simple) objects to "cut" other objects to create
more complex shapes (the hole for
the stairs and the kitchen wall).
Clone / Array / Mirror
'editing' commands were also used to duplicate objects.
The tutorial also introduced a number of other editing techniques such
as absolute positionng (right-clicking on Select and Move).
This diagramatic plan shows the residence you are going to model.
The dark line represents the axis - the origin (0,0) is located on the southern side between the kitchen and the living room.
The grid shown is a 1x1m grid.