100 tips to an easier 3ds max life – Part 6: Creating Objects

hello and welcome to the sixth video in my series on how to make 3dsmax a little bit easier so tips and tricks in this part I'll be going over creating objects and ways you might not have thought of including spline objects creation and compound objects okay and just start off I want to point draw your attention to a couple of primitives you might not be using much the better quite useful Taurus is a nice one and let's make a little donut good for things like steering wheels or um well Donuts tube if you're if you're using cylinder and making this kind of a shape stop because tubes right they're that easy and finally another one that I use that isn't very well drawn attention to is capsule which is nice for sort of sci-fi stuff adding on to the sides of machine objects and that kind stuff so those primitives right there saves you a little at a time if you start from something it looks about right another one people tend to use a sphere when they're making making objects they intend to unwrap and get troubled by the the pinching at the top and bottom a nicer way to make a sphere and it has a more even mesh distribution a polygon distribution is to actually start with a box ten by ten by ten I'm going to put in the middle machine and let's make it a cube and we use this verify modifier and what that will do is it'll make it look like a sphere but the benefit here is we now have a more even mesh distribution if I turn off watch and see the smoothing is not quite set up right so um I'll just use a smooth modifier to fix that group you can do is an edit poly obviously as well but um smooth up seed being a modifier a little bit more versatile and that makes nice nice and sphere fairly triangle efficient and also a nice mesh flow that will unwrap very well and obviously it already has if you go and unwrap it you can see that it already has an unwrap on it already so if I apply a checker pattern now and you can see admittedly there there is sort of a stretching and stuff but it's not not horrible and in some ways better than the the original sphere and what that looks like when you apply checker onto it on to spline object creation go to the shapes panel is where where all of your splines are and other shapes let's start with a rectangle no just show you very basic principles of what a spline is and it is a I'll turn off the grid and the bounding box you can see it's just sort of lines you can think of it a little bit like edges without faces if you used to working with editable Polys and to make it into an editable poly we have to make it I mean you can apply an edit poly modifier and it will just come out of flat plain but more likely you want to do and maybe an extrude to it and you can do that as a modifier and that will push it up and make it into a box so that's quite useful to do other ways of using splines are lofts which I'll show you shortly and lathe which I'll show you now so for to make a lathe object contains a group a concertina when I'm looking at I'm going to jump into my left viewport and I'm going to start by making a line which gives me complete control now there are lots of commands you can use to control using ctrl alt shift how to make your lines curved straight off the bat but it depends with you they're a bit of a challenge to get your head around and what I tend to do is just make straight lines where I know I want my points to be and you know don't shift to to force a straight line and make it that way and then edit the spline afterwards so jump into verts I'm going to make all of these Bezier corners which allows me to move both handles in order to make this no good and like and move and in order to make this a nice looking kind of wine glasses what I'm going for right here so I'll probably pull this one in a little bit and this up and over if you're finding like right now it's locked just one axis what's happened is you've clicked on on the x-axis and that lock set one of the most frustrating features of spawn modeling I really don't know what they were thinking on that one just click the the middle this yellow bit here and you can see no longer is the x-axis yellow but deep the box is yellow and that means you can movement both axes okay what we've got here is the profile of the wine glass of half of a wine glass and what we're going to do is we're going to kind of if I jump into perspective we're going to be kind of rotating it around the the middle of the scene and that'll be what's making our actual object I'm going to use the lathe modifier as what does that and so you can see that that's almost there it's got the axe essence like the wrong place so I'll just go into access and move that to zero zero zero it's already just by chance I guess I'm set up okay but what can quite often happen is it starts spinning it in the wrong direction for example it might look like this and that's just spinning it around in a different direction not the one you wanted so I just try hitting x y&z and if yes in the wrong place do what I just did down and move it to where you need to be says zero zero zero it's good idea to have a weld core on and sometimes if they're facing the wrong way like they are now to take flip normals and that'll get that working okay one scenario that I found myself in before now is wanting to make something like a circle shape with subdivisions on it that are kind of they seem organic but they are evenly spread one kind of cheeky way to do that it's quite easy I'm going to circle and I'm going to use something called garment maker and this isn't really the the purpose of garment maker but it's a nice little feature that you can use if you apply a garment maker modifier to a spline it must be a shape you can't apply it to a editable poly you'll see if I turn off the grid and that gives me you can see you have quite a nice non-uniform spread of triangles which is great for round displacing and that kind of thing and I'll be using this in the the next part of this video series but to use gonna make you can increase the density here but before you do that I strongly advise you antico to mesh because this may not happen to everybody's copy of Max but for mine if it's on auto mesh it will crash very very easily so let's try something twice's plus I instead of taking automations can click mesh it and there we go it'll make it a lot denser lots more triangles you'd be surprised and sort of if you're making a ground how good this this actually works out as and being triangles they're a little bit more kind of efficient in terms of geometry than than quads and as long as you're not too bothered about needing any sensible mass flow they're pretty nice to work with ok let's move on to compound objects first compound objects I'm going to look at requires me to have two shapes I'm going to show you loft first of all and I'm going to make a line I'm going to do it on my front viewport turn the grid on so you can see what's going on a little bit and I'm going to make kind of like a flower type thing I guess and we're going to draw two points there right click – to stop drawing and start changing these and I'll just make these both right click and change these to Bezier corner again and start moving these around just to look a little bit a little more like a and the shape today the stem might take that will do if you want to increase the its interpolating the the gaps here but you'll see these are still straight lines with several points you can change the how smooth that is but if I drop that down you'll see what I'm talking about so this is just two steps one step is just a zero steps is just a straight line I guess that must have been there must be a point somewhere in there it's hard to see and just drag that up and the beauty of what of having these splines is we can actually change this at any time particularly with the loft modifier I'm about to show you you can go back in and change this to make it smoother if if that's we go or even move your points around it's really really flexible we're then going to the idea here is we're going to sort of draw in 3d a shape running through this one so if you can imagine a circle going through this will make a kind of stem so we'll draw that circle now again must be a shape so in the create shapes Pines I'll just make a circle and you can you can fiddle around with it if you if you don't want to circle you can do any kind of shape but a circle is what I'm after right now doesn't need to be any more complicated than that I will select the path that the the loft is going to take I'll go into the create tab and under geometry it's in compound objects I'm going to use loft we've already got our path so all I need to do is click get shape and we'll grab the circle here and we can see now what it's doing so you see it's drawing like a circle through through the the shape of this line which is great okay so under skin parameters we can control like the interpolations we have before just how kind of round and if I look at this end on around our circle is if I take that way down we can end up with a very not interpolated circle and more interpolated and we can do the same with paths at the paths as well so here we have like we will control the interpolation on the spline before we can control that from here so to make it nice and smooth if that's what you want I'll make it nice and low poly if that's what need we can also do some fun stuff I'm going to actually so you can see this a little bit clearer I'm going to walk crank these right up here I'm going to go into deformations and use scale scale it's quite a nice one and what this is doing here is controlling how large my shape is through the full distance of the spine so at the minute it's 100% size the beginning and 110 size at the end so it looks very even in shape but if I take this one down to about zero you can see that it's getting much smaller in shape which is really cool so I want mine to be a little bit thinner all around and we'll go for about that if you want some change in size what you can do is you can use insert corner point put a couple of points on that and you can increase this to where you want so now we've made a kind of kink in there and these just just like spines you can make these edges as well so if we go with those your smooth we can see we're actually making this a much more blobby shape so lots of really cool stuff in in the loft and a cool thing about loft is we can actually change things like the path after we've already made the loft so that so doing other things not seen on either side down maybe we want this this part in a slightly different way we just expand loft click on path go to line let's hide unselected just to get rid of that and unfortunately this is kind of in the way but it's kind of useful as a little preview to leave this up so we just select our points that we want to change and we can just move these now and we will see the changes to the the finished spline as we move things around which is really cool some that'll be really difficult to do if you're using a detectable poly or you would be losing quality wares now we're always generating this in a nice even way really neat I think okay I will show you now another little compound object that you can use and let's say we want to have lots of these plants in our in our in our field and Oh shame I deleted my other thing and no matter I'll just click the make cylinder let's let's pretend like I was using that nice shape I had from before is basic cylinder and we want to make our object sort of all across this shape now what I'm going to do first is I'm going to duplicate this as a copy I'm going to make it an editable poly I'm going to pick the top face I'm going to invert my selection and delete everything else so I've just got the top face I'm going to name this scatter and distribution okay and I'll show you what that looks like now so hide everything else in you see I've just got a plane right exactly where my the top of my sphere is now I'm going to I'll show everything again okay now that we've got our distribution objects we're almost ready to scatter our initial object across the surface we need to make sure the the axis is this object is set up right so that when it's perpendicular it is positioned in the right place for some reason my scatter will always makes a mess of this unless I use reset xform so first of all make sure my pivot is in the correct position and pointing the right way up so that looks about good there and then I'll go into meters using reset Maxwell this is under more if you've not got it did show you how to do this earlier on and we'll collapse that down into an editable poly okay now it's going to compound objects and click on scatter we need to pick our distribution object this is the the sort of disc we made on top of the on top the cylinder I'll pick by name so I don't accidentally collect scattered distribution as the name I gave it and we can see it's placed on instance of my object on this to increase the number of these just increase the duplicates and we can see it starting to scatter it to change the style in which it's scattering you can use area which scatters the across the area or a little bit more or um more comfortably or you can use other useful ones are along at face centers is quite nice if if you want it very even but generally a area and even tend to be the ones that use all volume if you want to create 3d objects in a distributed volume you can make a volume to encompass all of where you want the scattered to take place so that can be quite quite useful ok the last thing I want to show you is proboolean now you would think that probing is a lot more useful and actually as I found myself using it very often but I'll show it anyway and so let's make a box and let's say we want to cut into this box or cut out of it I'm using cylinder I'm going to show you again also grip really useful for making things in the direction you want them to nice and easy to do I like what a great day I'm going to try and start leaving on more often ok so let's say we want to subtract and this yellow cylinder from the box kind of boring a hole into it I'm going to compound objects choose proboolean whilst you've got the box selected we want to subtract and we so we go and start picking and choose the objects we want to subtract from the the original object we have selected and we click cylinder and you can see it's now cut a hole in into the box you can also use proboolean let's make another provision to add the the other objects to it we can see that this now creates geometry which adds to it why this is this is not good if you're doing real time assets is you end up essentially although you can't see these right now you cut your original face to remind these used to be triangles each face if I uncheck and display properties edges only you can see we're actually cutting our face lots and lots of times just to make sure that we're welded to this object and there are really very few circumstances in a real time engine but you would need to do something like that it's much better to just leave it as having the two faces so if we go back and I go back on edges own you can see now we've just got the two faces and generally that is that is better off and when it comes to cutting into it um yeah it can be necessary but if you get away with doing it as as a normal map and because obviously cutting into something isn't going to affect the this silhouette then norm laughs is perfectly suitable maybe not for something as Extreme as this but yeah so it's a book probably is that may be useful for you well one thing I forgot to mention is it's possible to make a shape which you can use with all your spine modeling from edges in a model and so let's say we want to make kind of a ring around where this is like using a circle loft through this this outermost ring we can do that fastest way to pick that will probably be all no control clicking that D selecting these ones and so we've got this this ring here we go to create shape bring up the little box we want linear that's fine I mean you can use smooth too but I'll you smooth that shouldn't really make too much difference just gives us the option to interpolate it we then use that shape which what we called it shape o1 here so I'll select that I'll now just very quickly make a circle but you know what I've done circle for this make a rectangle just to show that it can be done and we're going to use the shape we just grabbed and a rectangle here to to make a new kind of loft operation and so let's very quickly do that and you'll see immediately the benefit of doing getting shapes from your from your geometry that you've already made subscribe shape and we take that down a few steps so skin parameters we don't need tick wise off scenes you'll happening so fewer shape steps you'll be fine and let's go with yeah that's looking about good and I think we can probably tails it down to and if we want to change the scale that we can we can do it with the scale and I'm just going to change the scale both of these suck them both and just drag those down to a more suitable size and let's go with with that and you can see how that can be useful or we could use the circle which which would probably be more a better way to use it but you can also use it to let's say we want to grab this face here and insert it by how much take that and grab this here and we can use that to to make a circle loft through it and it's sort of when you start thinking in these these ways you you start to realize it actually quite a lot with them spline modeling to that is much faster than whatever whatever other technique you may have used if you didn't know about it that's all I was going to cover in this part next part i'll be covering modifiers and we're using a couple of objects i made in this this little part here and so i'll see you that thanks for watching

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