3DS-MAX v4 - T2 - Creating Spaces |
| Stephen Peter, S.Peter@unsw.edu.au | |
| Introduction |
Image from model by Sook Hwai LEE. |
| The objective of this tutorial is to introduce the major techniques used to create models using 3D Studio MAX. | |
| Creating a "Size" Guide |
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| Note that these dimensions are in MM. | Create a Box 5,000x10,000.
Do this by first drawing a box in the Top view, then change the Length to 10,000 and the Width to 5,000.
Make the Height |
| This assumes the box is selected! | 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 2500 and in Y type 5000 (and press Enter). 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. | Select Edit - Clone, make sure "Copy" is selected and hit OK.
Click and then right-click on Select and Move again, then
type |
| Name the objects... | 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 "Living 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. On my computer the Grid shown in the Top and Perspective viewports has a 1 metre spacing, while the Front and Left viewports have a 100mm Grid. | |
| Extruding Elevations |
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| Right-Click in the Front view (to make it the "current" view) and then click on "Min/Max 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. | |
| When entering the following points,
you don't have to be totally precise!
You can edit the points' locations afterwards. But, it is really important that you do the next bit (explained in the next paragraph) really carefully!! |
You will now draw the end wall in elevation! Click on Shapes and Line, then place a point at the top-right of the Living Floor, 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 Floor, and finally click on the top-right of the Living Floor again and close the Spline. |
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| Next, click on 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! | |
| You might also want to deform the window openings... | 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... |
| Extrude is under "Mesh Editing" | 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 250. |
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| An "instance" clone, is an identical copy. In particular, if either of the clones is altered, the other will mirror the alteration! | Click on the "Min/Max Toggle" to return to the 4 view display. Rotate the Perspective 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". The click (and then right-click) on Select and Move. Enter 10250 in the Absolute Y and press Enter. |
| Click on the wall at the "bottom" of the Top View and rename it "South Wall", then rename the other "North Wall". | |
| You should now have the basic "shell" of the space we are going to create. | |
| Revolving Revolting Columns |
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| In this section, you will draw the outline of column and then spin it around to make the 3D object, and finally move the column into the space. | Right-click on the Front view and then click on "Min/Max 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 |
| Now we will deform the "outer" edge of the column a bit... | 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. Als, make some of the points Bezier-corner. When you make a vertex Bezier or Bezier corner, drag the small green rectangles around... |
| 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 shapes 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 "Patch/Spline Editing section). Make sure that you set the "Align" to "Min", this makes sure that the "minimum" edge is the one that the shape is revolved around. | |
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| The end result of this should be a spectacularly deformed looking column! Once you are happy with the column, hit the "Min/Max Toggle" to return to the 4 view display. You should see your column buried in the south wall. Right-click on Select and Move and change the Absolute Y to 3333 (this will move it one third of the way into the space)! Finally, change the name of the object to Column1. | |
| Select Edit - Clone (instance) to copy the column, and then right-click on Select and Move and change the Absolute Y to 6666, then change the name of the object to Column2. We should now have 2 columns in the middle of the space. | |
| Cutting our way through Adversity |
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| In this section you will cut a hole in the dining floor. The box dimensions are: Length 1000, Width 1500, Height 1500. | From the Create (Geometry) Command Panel, select Box and draw a box in-between the 2 columns. The box should be approx 1500 x 1000 x 1500 (X,Y,Z). This box will be used to cut the hole for the stairs. |
| This can be done by "Absolute positioning" the box (centre)
to |
Position the box so that it will cut a hole about 1400mm into the floor!! |
| The Boolean command is used to (amongst other things) cut holes in Objects. | Once the box is positioned to you satisfaction, select the Dining Floor. Change the drop-down list near the top of the 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. |
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| If that worked OK, then you should now see that there is a hole in the floor!!! | |
| Ascending to a higher plane |
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| In this section we will create the stairs. Note that you can position the box using the coordinates listed at the bottom of the application. | Create a box - Length 1500, Width 300, Height 250, and then move it to
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| 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 Min/Max Toggle
(and maybe zoom-in on the steps).
With the first step selected, select Array (it's located on the main toolbar).
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 250 wide and 167 high, so enter 250 in the (top) X
and |

| You can either pick on the 5 steps on use "Select by Name" and choose box1 to box5. | Select the 5 steps and then choose Group - Group, name the Group "Steps". | |
| Filling the Gaps |
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| Select the Living Floor and move its centre from
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| The next gap we want to fill is the big hole between the two floor objects. | ||
| Hiding things . . . | 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. | |
| Instead of dragging the box, you
can right-click on Select & Move and (Absolute) place it at |
In the Top View, create a Box (L)4500, (W)50, (H)1000 and position it to cover the gap on the "north" side of the stairs. | |
| Create a second box (L)50, (W)1500, (H)1000, to "hide" the gap along the stairs
and position it at (absolute) |
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| In the Top View, select the two boxes and then select Mirror (from the main Toolbar).
Select "Y" as the Mirror Axis, set "Clone Selection" to "Copy",
enter |
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| Renaming the walls... | Select each of the copies (the ones on the "south" side) and rename them using "South" instead of "North". Then, using the Modify Command Panel, change the height of both the "south" walls from 1000 to 2000. | |
| Vestigial Bedrooms |
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| Before creating the Kitchen, we will create two large boxs 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)4200, (W)4000, (H)4500, centred at
(absolute) |
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| Once you have created the box, use Mirror to create an Instance (copy) of the box. Set the Mirror Axis to "Y", Offset to "5800", and Clone Selection to "Instance". Remane this box Bedroom02. | ||
| Cooking up a Kitchen |
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| The Kitchen is to be located on the upper level on the "south" side. We won't model it is 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 3500x800x3000. once you have created the box, rename it Cupboards and move it up 1000 (because the kitchen is on the "upper" level). | |
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| Kitchen Benches... | 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 50, and then move it up 1800 (so it is 800 above the kitchen floor). | |
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You might also want to create
boxes under the bench (for cupboards) and
doors for the cupboards... When the builder sees those columns, they are going to have a fit! J |
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| That's all for this tutorial. We will continue modelling the space in the next tutorial! |
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| Last Update : 21 March 2003 Major Revision : 18 March 2002 SEARCH . FBE SITEMAP |
Disclaimer
. Webmasters Page Contact : Stephen Peter Email : S.Peter@unsw.edu.au |