Autodesk 3ds Max 2021: Modeling Essentials, 3rd Edition
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About this ebook
The Autodesk 3ds Max 2021: Modeling Essentials, 3rd Edition textbook walks you through every step of creating 3D models with 3ds Max 2021. This guide is perfect for both novices and those moving from other software to 3ds Max. This book will help you to get started with modeling in 3ds Max, you will learn important concepts and techniques about 3D modeling which you can utilize to create hard-surfaced objects for your projects. You will also learn about managing external design data in 3ds Max 2021.
Using a structured and pragmatic approach, this guide begins with the basics of modeling, then builds on this knowledge using practical examples to enhance your modeling skills. Each unit builds on the knowledge gained in the previous unit, showing you all the essentials of modeling with 3ds Max 2021. As you go from hands-on exercise to hands-on exercise, you'll develop a strong arsenal of skills that combined will form a complete end to end process to create high-quality models using 3ds Max 2021.
This book shares tips, tricks, notes, and cautions throughout, which will help you become a better 3ds Max artist and you will be able to speed up your workflow. This book is aimed to be a solid teaching resource for learning 3ds Max. It avoids any jargon and explains concepts and techniques in an easy-to-understand manner. The first page of every unit summarizes the topics that will be covered in the unit. Hands-on exercises in this book instruct users how things can be done in 3ds Max step-by-step.
Key Features
- Covers 3ds Max's user interface, navigation, tools, functions, and commands.
- Explains the polygon, subdivision, and spline modeling techniques.
- Covers all modifiers.
- Explains how to manage external design data.
- Detailed coverage of tools and features.
- Features 34 hands-on exercises – complete with before and after files.
- Features 40+ practice activities to test the knowledge gained.
- Additional guidance is provided in the form of tips, notes, and cautions.
- Important terms are in boldface so that you never miss them.
- The content under "What just happened?" heading explains the working of the instructions.
- The content under "What next?" heading tells you about the procedure you will follow after completing a step(s).
- Tech support from the author.
- Access to each exercise's initial and final states along with the resources used in hands-on exercises.
- Quiz to assess knowledge.
- Bonus hands-on exercises.
- Includes a PDF file that contains the color images of the screenshots/illustrations used in the textbook. These color images will help you in the learning process. This PDF file is included with the resources.
For more info, visit PADEXI ACADEMY'S website.
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Autodesk 3ds Max 2021 - Pradeep Mamgain
Autodesk 3ds
Max 2021
Modeling Essentials
3rd, Edition
Pradeep Mamgain
Autodesk 3ds Max 2021: Modeling Essentials, 3rd Edition
© 2020 PADEXI Academy. All rights reserved.
No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
NOTICE TO THE READER
Examination Copies
Textbooks received as examination copies in any form such as paperback and eBook are for review only and may not be made available for the use of the student. These files may not be transferred to any other party. Resale of examination copies is prohibited.
Electronic Files
The electronic file/eBook in any form of this textbook is licensed to the original user only and may not be transferred to any other party.
Disclaimer
No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, neither the author, nor PADEXI, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. PADEXI cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark.
Book Code: PDX018P
For information about the books, eBooks, and video courses published by PADEXI ACADEMY, visit our website: www.padexi.academy
Acknowledgments
I would like to express my gratitude to the many people who saw me through this book; to all those who provided support, offered comments, and assisted in editing, proofreading, and design.
Thanks to:
Parents, family, and friends.
Teachers and mentors: Thank you for your wisdom and whip-cracking—they have helped me immensely.
I am grateful to my many students at the organizations where I’ve taught. Many of them taught me things I did not know about computer graphics.
Everyone at Autodesk [www.autodesk.com].
Finally, thank you for picking up the book.
About the Author
I’ll keep this short, I am a digital artist, coder, teacher, open-source advocate, and founder of Padexi Academy [www.padexi.academy]. I am self-taught in computer graphics, The Internet has been the best source of training for me [thanks to those amazing artists, who share the knowledge for free on YouTube]. I have worked with several companies dealing with animation and VFX. I love helping young aspiring 3D artists to become professional 3D artists. I helped my students to achieve rewarding careers in 3D animation and visual effects industry.
I have more than ten years of experience in CGI. I am passionate about computer graphics that helped me building skills in particles, fluids, cloth, RBD, pyrotechnics simulations, and post-production techniques. The core software applications that I use are Maya, 3ds Max, CINEMA 4D, Photoshop, Nuke, After Effects, and Fusion. In addition to computer graphics, I have a keen interest in web design/development, digital marketing, and search engine optimization. You can contact me by sending an e-mail to [email protected].
Introduction
The Autodesk 3ds Max 2021: Modeling Essentials, 3rd Edition textbook walks you through every step of creating 3D models with 3ds Max 2021. This guide is perfect for both novices and those moving from other software to 3ds Max. This book will help you to get started with modeling in 3ds Max, you will learn important concepts and techniques about 3D modeling which you can utilize to create hard-surfaced objects for your projects. You will also learn about managing external design data in 3ds Max 2021.
Using a structured and pragmatic approach, this guide begins with the basics of modeling, then builds on this knowledge using practical examples to enhance your modeling skills. Each unit builds on the knowledge gained in the previous unit, showing you all the essentials of modeling with 3ds Max 2021. As you go from hands-on exercise to hands-on exercise, you’ll develop a strong arsenal of skills that combined will form a complete end to end process to create high-quality models using 3ds Max 2021.
This book shares tips, tricks, notes, and cautions throughout, which will help you become a better 3ds Max artist and you will be able to speed up your workflow. This book is aimed to be a solid teaching resource for learning 3ds Max. It avoids any jargon and explains concepts and techniques in an easy-to-understand manner. The first page of every unit summarizes the topics that will be covered in the unit. Hands-on exercises in this book instruct users how things can be done in 3ds Max step-by-step.
Practicing is one of the best ways to improve skills. This book contains practice activities which you are highly encouraged to complete and gain confidence for real-world projects. By completing these activities, you will be able to master the powerful capabilities of 3ds Max. By the time you’re done, you’ll be ready to model any scene in 3ds Max.
If you buy this book, you’ll also get access to all 3ds Max files, texture files, and any other resource used in the book. You are free to use these resources in your own projects personal or commercial. These working files allow you to follow along with the author throughout the units.
What are the key features of the book?
Covers 3ds Max’s user interface, navigation, tools, functions, and commands.
Explains the polygon, subdivision, and spline modeling techniques.
Covers all modifiers.
Explains how to manage external design data.
Detailed coverage of tools and features.
Features 34 hands-on exercises – complete with before and after files.
Features 40+ practice activities to test the knowledge gained.
Additional guidance is provided in the form of tips, notes, and cautions.
Important terms are in boldface so that you never miss them.
The content under What just happened?
heading explains the working of the instructions.
The content under What next?
heading tells you about the procedure you will follow after completing a step(s).
Tech support from the author.
Access to each exercise’s initial and final states along with the resources used in hands-on exercises.
Quiz to assess knowledge.
Bonus hands-on exercises.
Includes a PDF file that contains the color images of the screenshots/illustrations used in the textbook. These color images will help you in the learning process. This PDF file is included with the resources.
Who this book is for?
Beginners and intermediate users of 3ds Max
Digital artists
Motion graphics artists
Indie game developers
And anyone who wants to learn 3ds Max
What are the prerequisites?
Decent familiarity with computers
Before you start this book, you should have 3ds Max 2021 installed on your system
You should have the desire to learn
Willingness to be awesome
What you will learn?
Polygon, subdivision, and spline modeling techniques
Edit geometry using modifiers
Handle external design data
Speed up your workflow
Create cool looking models
How this book is structured?
This book is divided into the following units:
Unit 1: Introduction to 3ds Max -I, introduces the 3ds Max interface as well as the tools that allow you to transform objects in the viewport.
Unit 2: Introduction to 3ds Max -II, covers the tools and procedures that will help you immensely during the modeling process. You will know about various explorers as well as various precision tools that 3ds Max offers.
Unit 3: Geometric Primitives and Architectural Objects, explains the Standard and Extended primitives and how you can use them to create some basic models. This unit also covers AEC objects.
Unit 4: Polygon Modeling, introduces you to the polygon modeling tools, concepts, and techniques. This chapter talks about polygons components, selection tools, polygons structure tools, and modeling objects.
Unit 5: Graphite Modeling Tools, describes the tools available in the Ribbon interface and how you can use them to improve your modeling workflow.
Unit 6: Spline Modeling, introduces you to the spline modeling tools, concepts, and techniques.
Unit 7: Modifiers, walks you through the various modifiers available in 3ds Max that you can use to sculpt or edit the objects without changing its base structure.
Unit 8: External Design Data, explains in ways that you can use the external data with 3ds Max in your design and visualization workflow.
Unit 9: Bonus Hands-on Exercises, contains bonus hands-on exercises.
Conventions
Icons Used in This Book
Given below are some examples with these icons:
Note: The editable poly objects vs editable mesh objects
The editable poly object is similar to the edit mesh object with the only difference is that the edit mesh object comprises of triangular faces whereas the editable poly object comprises polygons with any number of vertices.
Tip: Dragging a modifier to an object
To drag a modifier form one object to another object in the scene, select an object that already has a modifier. To copy a modifier without instancing it, drag the modifier name from the stack display to the target object in the scene. If you want to create an instance, Ctrl-drag the modifier’s name.
Caution: Preserving the parametric nature of a primitive
When you convert an object to an editable poly object, you lose all of its creation parameters. If you want to retain the creation parameters, use the Edit Poly modifier.
What next?
Now, you will create a sphere and then conform the splines to the sphere.
What just happened?
Here, you have made a connection between the drawing file and 3ds Max. If you now make changes in the drawing, the changes will automatically affect the 3D models in the scene.
Important Words
Important words such as menu name, tools’ name, name of the dialogs/windows, button names, and so on are in boldface. For example:
In the Create panel, click Geometry, and then choose Standard Primitives from the drop-down list located below Geometry. In the Object Type rollout, click Tube. Create a tube in the Top viewport. Place the tube at the origin. Switch to the Modify panel and then in the Parameters rollout, change Radius 1 to 30, Radius 2 to 50, Height to 15, Height Segments to 1, Cap Segments to 2, and Sides to 24.
Figure Numbers
In theory, figure numbers are in the following sequence Fig. 1, Fig. 2, and so on. In exercises, the sequence is as follows: Fig. E1, Fig. E2, and so on. In exercises, the sequence restarts from number E1 for each hands-on exercise. In the practice activities section, the sequence is as follows: Fig. A1, Fig. A2, and so on.
Naming Terminology
LMB, MMB, and RMB
These acronyms stand for the left, middle, and right mouse buttons, respectively.
Tool
If you click an item in a palette, toolbar, manager, or window and a command is invoked to create/edit an object or perform some action then that item is termed as tool. For example: Align tool, Mirror tool, Select and Move tool.
Quad Menus
The right-click menus or quad menus [see Fig. 1] are the contextual menus in 3ds Max that provide quick access to the commands/functions/tools related to the currently selected entities.
Checkbox
A small box [labeled as 1 in Fig. 2] that, when selected by the user, shows that a particular feature has been enabled or a particular option chosen.
Button
The term button [sometimes known as a command button or push button] refers to any graphical control element [labeled as 2 in Fig. 2] that provides the user a simple way to trigger an event, like searching for a query, or to interact with dialog boxes, like confirming an action.
Dialog Box or Dialog
An area on the screen in which the user is prompted to provide information or select commands. Fig. 2 shows the Array dialog box.
Spinner
Spinners [labeled as 3 in Fig. 2] are controllers that you will touch on the regular basis. They allow you to quickly amend numerical values with ease. To change the value in a spinner, click the up or down arrow on the right of the spinner. To change values quickly, click and drag the arrows. You can also type a value directly in the spinner’s field.
Radio Button
A radio button [labeled as 4 in Fig. 2] is the one in which a set of options, only one of which can be selected at any time.
Drop-down
A drop-down [abbreviated drop-down list; also known as a drop-down menu, drop menu, pull-down list, picklist] is a graphical control element, similar to a list box, that allows the user to choose one value from a list. Fig. 3 shows the Workspaces drop-down list.
Window
A window is a separate viewing area on a computer display screen in a system that allows multiple viewing areas as part of a graphical user interface (GUI). Fig. 4 shows the Reaction Manager window.
Trademarks
Windows is the registered trademarks of Microsoft Inc. 3ds Max is the registered trademarks of Autodesk Inc.
Access to Electronic Files
This book is sold via multiple sales channels. If you don’t have access to the resources used in this book, you can place a request for the resources by visiting the following link: http://www.padexi.academy/contact. Fill the form under the Book Resources [Electronic Files] section and submit your request.
Tech Support
At PADEXI Academy, our technical team is always ready to take care of your technical queries. If you are facing any problem with the technical aspect of the textbook, please send an email to the author at the following address:
Errata
We have made every effort to ensure the accuracy of this book and its companion content. If you find any error, please report it to us so that we can improve the quality of the book. If you find any errata, please report them by visiting the following link: http://www.padexi.academy/errata.
This will help other readers from frustration. Once your errata is verified, it will appear in the errata section of the book’s online page.
THIS UNIT COVERS:
Understanding workspaces
Navigating the workspace
Customizing the interface
Understanding various UI components
Working with the file management commands
Setting preferences for 3ds Max
Working with viewports
Setting preferences for the viewports
Creating objects in the scene
Selecting objects
Using the navigational gizmos
Moving, rotating, and scaling objects
Getting help
Per-view Preferences, Asset Library, and Game Exporter
Unit 1: Introduction to 3ds Max - I
Welcome to the latest version [2021] of 3ds Max. In any 3D computer graphics application, the first thing you see is the interface. The interface is where you view and work with your scene. 3ds Max’s interface is intuitive and highly customizable. You can make changes to the interface and then save multiple 3ds Max User Interface [UI] settings using the Workspaces feature. You can create multiple workspaces and switch between them easily.
Note: Interface Customization
By default, 3ds Max starts with a dark theme [white text on the dark gray background]. This is good for those digital artists who spend hours working with 3ds Max, however, the default theme is not good for printing. I have customized the theme so that the captures appear fine when the book is printed. You can easily switch between the custom color themes from the Choose initial settings for tool options and UI layout dialog box. To open this dialog box, choose Custom UI and Default Switcher from the Customize menu.
When you first time open 3ds Max, you will see the Welcome Screen. This screen hosts a slide show designed to inspire as well as provide new users with some basic information to get them started.
Note: Welcome Screen
If you don’t want to see the Welcome Screen next time you open 3ds Max, clear Show this Welcome Screen at startup checkbox located at the bottom-left corner of the Welcome Screen. You can bring back the screen anytime by choosing Welcome Screen from the Help menu.
Close Welcome Screen to view the default UI of 3ds Max [refer Fig. 1]. Notice, I have marked different components of the UI with letters to make the learning process easier. In 3ds Max, commands and tools are arranged in groups so that you can find them easily. For example, all viewport navigation tools are grouped in the bottom-right corner of the interface [marked as I in Fig. 1].
The 3ds Max interface can be divided into 11 sections. I have marked those sections in Fig. 1. Table 1 summarizes the letters and the sections of the UI they represent.
There are some other elements of the interface that are not visible in the default UI. These elements appear when you run a command from the Main toolbar or menu, or choose an option from the RMB click menu. Here’s is the quick rundown to those elements:
• Toolbars: There are quite a few toolbars available in 3ds Max. To access these toolbars, RMB click on an empty gray area on the Main toolbar to open a context menu [see Fig. 2] containing the options for invoking the toolbars. When I chose MassFx Toolbar from the context menu, the Mass FX Toolbar appeared [see Fig. 3].
• Quad Menus: Whenever you RMB click in an active viewport [except on a viewport label], 3ds Max opens a Quad menu at the location of the mouse pointer. The Quad menu can display up to four quadrants [see Fig. 4] with various commands and allows you to work efficiently because the commands in the menu are context-sensitive. The Quad menu is the quickest way to find commands. Fig. 4 shows a Quad menu that appeared when I RMB clicked on an Editable Poly object in the viewport.
• Caddy Controls: A caddy control in 3ds Max can be described as in canvas
interface that comprises a dynamic label and an array of buttons superimposed over a viewport. You can use the standard mouse operations such as clicking and dragging to change the values in the spinners. The changes you made are immediately updated in the viewport. The Chamfer caddy control that is shown in Fig. 5 appeared when I selected edges of a box and then clicked Chamfer’s settings button in the Command panel.
• Dialogs, Windows, and Editors: Some of the commands in 3ds Max open dialog boxes, editors, and windows. Some of these elements have menu bars and toolbars. Fig. 6 shows the Slate Material Editor. You can use the M hotkey to open this editor.
Note: Spinners
Spinners are found everywhere in 3ds Max [I have marked U and V spinners with a black rectangle in Fig. 7]. Spinners are controllers that you will touch on a regular basis. They allow you to quickly amend numerical values with ease. To change the value in a spinner, click the up or down arrow on the right of the spinner. To change values quickly, click and drag the arrows. You can also type a value directly in the spinner’s field.
Tip: Fast and slow scroll rate in a spinner
Press and hold Alt and then click-drag the spinner’s up or down arrow for a slower numerical scroll rate. Hold Ctrl for the faster scroll rate. RMB click on a spinner to set it to its default value.
Note: Numerical Expression Evaluator
If the type cursor is located inside a spinner and you press Ctrl+N, the Numerical Expression Evaluator appears [see Fig. 8]. This evaluator lets you calculate the value for the spinner using an expression. For example, if you type 30+50 in this evaluator’s field and click Paste, 80 appears in the associated spinner.
Note: Modeless dialogs, controls, windows, and editors
Quite a few dialog boxes in 3ds Max are modeless meaning the dialog box doesn’t need to be closed in order to work on other elements of the interface. A good example of a modeless dialog box is the Slate Material Editor. You can minimize the editor and continue working on the scene. Other modeless dialog boxes that you would frequently use are Transform Type-In dialog boxes, Caddy controls, Render Scene dialog box, and so on.
Tip: Toggling the visibility of all open dialog boxes
You can toggle the visibility of all open dialog boxes by using the Ctrl+~ hotkeys.
UI Components
You can easily customize the workspace by floating and docking the window, panels, toolbars, and so on. You can dock any element of the interface that has a handle. A handle can be at the left or top of the element [see Fig. 9]. To float an element, click-drag the handle. As you move the handle around, target dock locations will be highlighted in blue. Drop the element on the blue highlight if you want to dock element in the interface.
Caution: Toolbars
Toolbars can be docked only on the outer edge of the interface.
Caution: Resize Elements
When you move around elements, some of the elements may not automatically resize. In such cases, you will have to resize elements manually.
Note: Docking floating windows
You can dock a floating window by RMB clicking on the title bar or handle of the window and then choosing Dock from the context menu. Now, you can select an available location from the menu displayed.
Once you are happy with the arrangement of the elements in the interface, you can save the arrangement using the Workspaces drop-down. The options in the Workspaces drop-down list allow you to switch quickly among different interface setups. This drop-down is available on the top-right corner of the interface.
A workspace is defined as the interface setup including any combination of toolbars, menus and quad menus, viewport layout presets, the ribbon, hotkeys, and the workspace Scene Explorer. You can define any number of workspaces as you want using the Manage Workspaces window. To open this window, select Manage Workspaces from the Workspaces drop-down. The Reset To Default State option in this drop-down is used to load the saved definition of the workspace based on the active workspace properties.
Here’s the quick rundown to the available options:
Alt Menu and Toolbar: It uses the alternate menu system. In this setup, the Scene Explorer is docked below the Command panel. The Main toolbar is modular and docked to the left.
Design Standard: This setup in ideal for novice users. The commonly used features and learning resources are on the Ribbon.
Main Toolbar - modular: In this setup, the viewport layout tab is removed and the Main toolbar is modular.
Modular - mini: In this setup, the viewport layout tab is removed and the Main toolbar is modular with several groups of tools hidden.
Default: The default layout on startup.
Note: Menu system
All included workspaces in 3ds Max use the default menu system and horizontal ribbon except the Alt Menu and Toolbar which uses an alternate menu system and docks several toolbars to the left of the viewports.
Different 3ds Max UI components are discussed next.
Caption Bar
The Caption bar is another name for the Title bar. It is the topmost element in the 3ds Max UI. The Title bar displays the name of the current 3ds Max file.
Menubar
The menubar is located below the Caption bar. The menus in the menubar gives you access to various commands and tools.
What is the function of the Reset command?
This command clears all data as well as resets 3ds Max settings such as viewport configuration, snap settings, Material Editor, background image, and so on. If you have done some customization during the current session of the 3ds Max, and you execute the Reset command, all startup defaults will be restored according to the setting stored in the maxstrat.max file. The Reset command is available in the File menu.
How can I use maxstart.max?
You can use this file to make the changes you would like to see at the startup. Start 3ds Max and make the adjustments. Then, save the file in the scenes folder with the name maxstrat.max.
Note: Templates
If you reset the scene, it will also affect the template that you had used to open the scene. The template will be reset back to its default settings.
How can I change the undo levels?
You can change it from the Preferences dialog box. By default, 3ds Max allows only 20 levels for the undo operations. To change it, choose Preferences from the Customize menu. In the General panel of the dialog box, you can set Levels from the Scene Undo group.
What is the use of the Preferences dialog box?
The Preferences dialog box contains options that 3ds Max offers for its operations. 3ds Max behaves according to the options you set in the Preferences dialog box. You have just seen an example of how you can change the undo levels. If you increase the number of levels, you force 3ds Max to obey that setting. The Preferences dialog box comprises many panels with many options that you can use.
Tip: Preferences dialog box
You can also open the Preferences dialog box by selecting Preferences from the File menu.
Can I undo all commands in 3ds Max?
No. You cannot undo some commands such as saving a file or using the Collapse utility. If you know an action cannot be undone, first hold your scene by choosing Hold from the Edit menu [Hotkeys: Ctrl+H]. When you want to recall, choose Fetch from the Edit menu [Hotkeys: Alt+Ctrl+F].
Why do I need a project folder?
When you work on a project, you have to deal with many scenes, texture files, third party data, rendering, material libraries, and so on. If you don’t organize the data for the project, it would be very difficult for you to manage the assets for the project. The project folder allows you to organize all your files in a folder for a particular project. You can set a project by using the options available in the File > Project menu.
The menu system follows the standard Windows conventions. When you click on a menu item on the menu bar, a pulldown menu appears. You can also open a pulldown menu by pressing the associated menu hotkey with Alt. When you hold Alt, the hotkey is denoted by an underline in the name of the menu. For example, if you want to open the Edit menu, press Alt+E. Similarly, for the Customize menu, press Alt+U.
If a hotkey is available for a command, it will appear in the menu next to the command name. You can use these hotkeys to execute the command without invoking the menu. For example, to select all objects in a scene, you can press Ctrl+A. To execute this command from the menubar, you have to choose Select All from the Edit menu.
Not all the commands are available all the time, some commands are context-sensitive. If a black triangle appears [for example, the Selection Region command in the Edit menu] on the next to a menu command, it indicates that a sub-menu exists. Place the mouse pointer on the command to view the sub-menu.
Viewports
In 3ds Max, you will be doing most of the work in the viewports. Viewports are openings into 3D space you work. A viewport represents 3D space using the Cartesian coordinates system. The coordinates are expressed using three numbers such as [10, 10, 20]. These numbers represent points in 3D space. The origin is always at [0, 0, 0].
By default, 3ds Max displays a four viewport arrangement: Top, Front, Left, and Perspective. The Top, Front, and Left are known as orthographic views. 3ds Max provides many options to change the viewport as well as the layout. Using multiple viewports can help you visualize the scene better.
What is an Orthographic View?
Most of the 3D designs created using the computer rely on the 2D representation of the designs. Some examples of the 2D representations are maps, elevations, and plans. Even to create a character model, you first design it on paper [front, side, and back views] [see Fig. 10] and then create a 3D model using these designs.
Note:
Blueprint Courtesy: http://www.the-blueprints.com
In layman’s terms, you can think of the orthographic views as flat, or straight on. The orthographic views are two-dimensional views. Each