This tutorial is aimed for those who wish to learn to create 3D models of complicated objects. This is a tutorial for those who wish to practice a modeling technique before starting a more complicated project such as modeling of a human head.
hi guys, as you can see i am totaly new here and at this time i am doing my first steps in max. i watched and read a lot of tutorials and now i am somewhat of familiar with basic moddeling. but there is one thing i noticed again and again: 2 vertices are not weldable sometimes.
In this tutorial we'll create a 3D model of a spoon like in picture 1. The spoon will be created by using a poly modeling and subdivision surface techniques. The modeling starts from a single polygon and the model is created by adding polygons to it with several different methods. The purpose of this tutorial is not to create the spoon as effectively as possible, but to familiarize you with poly modeling and the essential tools of Edit Poly modifier. This tutorial covers the use of the following tools:
Edit Poly Sub-Object Modes
In this poly modeling tutorial we'll work in the following sub-object modes of Edit Poly modifier:
Vertex sub-object mode: selections and operations are applied to vertices.
Edge sub-object mode: selections and operations are applied to edges.
Border sub-object mode: you can select all edges on the edge of the object at once.
Polygon sub-object mode: selections and operations are applied to polygons.
When modeling with polygons, it's important to understand the meaning of different sub-object modes and to be able to switch between them when necessary. Keyboard shortcuts for the sub-object modes mentioned above are 1-4.
3DS Modifiers
As an addition to Edit Poly modifier this poly modeling tutorial covers the use of the following modifiers:
Symmetry - modifier can be used to mirror an object and therefore half of a symmetrical object can be created automatically.
Meshsmooth - modifier smoothens a 3D model. In practice it means that we can crate a coarse model and let the Meshmooth modifier to smoothen it by creating a subdivision surface out of it.
Useful Keyboard Shortcuts in 3D Studio MAX
While creating a 3D model it's often helpful to switch between wireframe rendering and shaded rendering (Smooth+Highlights) and to make edges of the objects visible. Keyboard shortcuts for these functions are:
F3 - Smooth+Highlights rendering / Wireframe rendering
F4 - Make edges visible (only applies to shaded rendering)
1. Begin Poly Modeling
The modeling starts from the handle of the spoon.
A Create a Plane object in the Left view according to picture 2.
B Set the width and length segments of the Plane to 1. Now you have created a single four sided polygon. This way the modeling starts from a single polygon.
2. Modeling With Edit Poly
A Add Edit Poly modifier to the Plane object.
B Activate the edge sub-object mode in the Edit Poly modifier.
C Select the left-hand edge and create a new polygon by cloning it to the left according to picture 3. (An edge is cloned by moving it while pressing Shift in keyboard.)
When a polygon is created by cloning an edge it's always four-sided. A polygon can also have three sides or more than four sides. As a rule of thumb one could say that in poly modeling it's wise to aim to create the model with four-sided polygons. With four-sided polygons one can create a surface that is flawless and deforms nicely when animated. This is especially important when modeling a character.
3. New Polys by Cloning Edges
Select four edges and create new polygons by cloning them according to picture 4.
3ds Max Surface Disappears When Selected Vertex Not In View Definition![]() 12. Add Details With Chamfer
The edge of the spoon is too round. Let's add some definition to it with the Chamfer function. Chamfer function can be used to chamfer an edge so that it divides into two edges:
A Activate the edge sub-object mode in Edit Poly and select six edges from the upper part of the spoon according to picture 1.
B Click on Chamfer button. Click and hold the mouse button on top of some of the selected edges and move the mouse. The result should look like in picture 2.
13. Break Vertices
The spoon still needs more details:
A Activate the vertex sub-object mode in Edit Poly and select two vertices according to picture 3.
B Click Break button in Edit Poly modifier. Break function divides the common vertex of the polygons. As a result there are as many vertices as there are corners of the polygons.
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14. Move Vertices
Two vertices have become eight vertices. Place vertices according to picture 4.
15. Weld With Target Weld
Weld vertices which are close to each other by using Target Weld function according to picture 5.
16. Cut Polygons
Activate the edge sub-object mode in Edit Poly and use the Cut function twice to divide a polygon into three parts according to picture 6. In this situation the Cut function works like this:
(Cut-function could also be used to Cut a polygon between a vertex and an edge.)
17. Move Vertices
Shape the spoon by activating the vertex sub-object mode in Edit Poly and by moving vertices according to picture 7.
18. Create New Polygons
Next the hole in the spoon will be filled. Activate the polygon sub-object mode in Edit Poly and create three new four-sided polygons according to picture 8. A new polygon is created like this:
19. Shape the Spoon
A Orbit the user view so that you can see the bottom of the spoon.
B Activate the vertex sub-object mode in Edit Poly and shape the lower part of the spoon by moving vertices according to picture 9.
20. Definition With Slice Plane
Next we'll add more definition to the handle of the spoon. We'll use the Slice function and slice polygons according to picture 10:
A Activate the polygon sub-object mode in Edit Poly and select four polygons according to picture 10.
B Activate the Slice Plane function. A yellow plane appears. If necessary move and rotate the yellow plane according to picture 10.
D Click the Slice button. The selected polygons are now sliced according to the slice plane. Finally click the Slice Plane button again to deactivate it.
21. Shape the Handle
Activate the vertex sub-object mode in Edit Poly and shape the handle of the spoon by moving vertices according to picture 11.
22. Polygons With Scale Function
A Orbit the user view to match picture 12, activate the edge sub-object mode in Edit Poly and select four edges surrounding the hole in the end of the spoon.
B Activate Scale function in the top panel. Press Shift in keyboard and create new polygons by cloning the selected edges with the scale tool. The result should be similar to picture 12.
23. Clone Edges
Create two new polygons by cloning edges according to picture 13.
24. Edit Poly's Target Weld
A Activate the edge sub-object mode and Target Weld function in Edit Poly.
B First click on the lower edge and then click on the upper edge. Edges are welded together according to picture 14. Finally click on Target Weld button again to deactivate it.
25. Fill the Hole
Fill the hole in the end by activating the polygon sub-object mode in Edit Poly and using the Create function to create a four-sided polygon according to picture 15.
26. Move Vertices to the Center
A Switch to the Back view and activate the vertex sub-object mode in Edit Poly.
B Select three vertices in the end of the spoon and place them in to the center of the spoon according to picture 16.
27. Edit Poly's Extrude
Let's extend the handle of the spoon.
A Activate the polygon sub-object mode in Edit Poly and select all seven polygons from the end of the spoon according to picture 17.
B Click on the Extrude button. Click and hold the mouse button on top of the polygons and move the mouse.
C Place the new polygons according to picture 18.
28. Remove Unnecessary Polys
Because of the Extrude function there are four unnecessary polygons in the handle of the spoon. Select the unnecessary polygons according to picture 19 and erase them by pressing delete button in keyboard.
29. The 3D Model of a Spoon is Complete
Now the 3D model of the spoon is complete and it's structure should match the structure of the spoon in picture 20. Finalize the spoon by moving polygons, edges and vertices. View the model from all angles, fix errors and shape the spoon to your liking.
Hey everyone,
I'm having a pretty weird issue with exporting a custom mesh, a pair of horns (going to function the same as a hat) as a .nif. It looks fine in 3ds Max 2010, but when I export it as a .nif and open it in nifskope, there are some polygons of one specific mesh that are just gone.
As you can see, the mesh looks fine in the viewport of 3ds max. The six parts (all having different materials, so they're separated) all have the pivots aligned to the Bip01 Head bone then the position set to 0, 0, 0.
I export them all using these settings:
When I open it in NifSkope, this is what I see (applied the textures):
I selected the top third of one of the horns to show that the faces aren't just flipped or something, they're actually gone. I suspect it has to do with the welding when it exports, but when I set the welding to anything under 0.0100 in the exporter, it just crashes. Increasing the welding causes more polygons to disappear. Both top portions of the horns have the same issues in the same places. Exporting only the top portion still has the same issue.
I feel as though it's not a hard fix, so if anyone could let me know what I'm doing wrong here, I'd appreciate it. I'm making this quick for a friend, and it's taking me way longer than I expected. I've tried a few different export settings, tried options in nifskope, nothing seems to be any improvement. Any ideas?
If anyone wants me to just send the model and textures and see if they can do anything with it or just take a look at it, I'm willing to let someone else give it a try if it proves to be an easier way to get this done.
Loft objects are two-dimensional shapes extruded along a third axis. You create loft objects from two or more existing spline objects. One of these splines serves as the path. The remaining splines serve as cross sections, or shapes, of the loft object. As you arrange shapes along the path, 3ds Max generates a surface between the shapes.
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You create shape objects to serve as a path for any number of cross-section shapes. The path becomes the framework that holds the cross sections forming your object. If you designate only one shape on the path, 3ds Max assumes an identical shape is located at each end of the path. The surface is then generated between the shapes.
3ds Max places few restrictions on how you create a loft object. You can create curved, three-dimensional paths and even three-dimensional cross sections.
When using Get Shape, as you move the cursor over an invalid shape, the reason the shape is invalid is displayed in the prompt line.
Unlike other compound objects, which are created from the selected object as soon as you click the compound-object button, a Loft object is not created until you click Get Shape or Get Path, and then select a shape or path.
Loft is enabled when the scene has one or more shapes. To create a loft object, first create one or more shapes and then click Loft. Click either Get Shape or Get Path and select a shape in the viewports.
Once you create a loft object, you can add and replace cross-section shapes or replace the path. You can also change or animate the parameters of the path and shapes. Another method is to use the Modify panel's Deformations rollout to add complexity. See Deformations for further information.
Once you've created a loft object, you can also use the Modify panel's Deformations rollout to add complexity. See Deformations for further information.
You can't animate the path location of a shape.
You can convert loft objects to NURBS surfaces.
Procedures
To create a loft object:
You can use the loft display settings to view the skin generated by your loft in both wireframe and shaded views.
Note:3ds Max builds the loft at the location of the first object you select: if you select a path and use Get Shape, it appears at the location of the path, and if you select a shape and use Get Path, it appears at the location of the shape.
To create a loft with Get Path:
To create a loft with Get Shape:
I'm trying to export a 3ds max scene to .obj format, unfortunately when I import the .obj file after having exported it using the default export settings the imported model has shading artifacts on a small part of the polygons (in particular of the front windows of the model shown in the images). As it turns out the original model had some open edges and these were causing the shading artifacts at .obj export time.
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Please take a look at the following image:Example model with and without artifacts
After applying a vertex weld to the imported .obj mesh with a treshold of 0.0 the shading artifacts disappeared. However I'd like to prevent the shading artifacts all together (even when there are open edges present in the original mesh) since I cannot apply the afore mentioned vertex weld modifier after the .obj export has been performed without having to re-export.
The export settings used:export settingsNote: checking/unchecking the 'optimize:vertex' checkbox did not have an effect on the creation of the smoothing artifacts.
.max and .obj files of the example model:https://mega.nz/#F!CglwhYCD!UoG7cxPn5Rkmv-GC2H6cDA
Any suggestions on what I'm doing wrong/what is causing the problem/how to prevent it will be greatly appreciated. Thank you very much!
Maarten
MaartenMaarten
1 Answer
There are overlapping polys and vertices on that whole part.It is not one sided, there are polys on the other side of the surface too and the thickness is 0. This is the cause.You can see it if you select a vertex and delete it, there is another just on the same spot. Welding is probably not a good idea, you should simply delete the back side.
SanjeevSanjeev
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