Chapter 4. Modeling in 3ds Max: Part I
Modeling in 3D programs is akin to sculpting or carpentry; you essentially create objects out of shapes and forms. No matter how you look at it, even a complex model is just an amalgam of simpler parts. The successful modeler can dissect a form down to its components and translate them into surfaces and meshes.
3ds Max's modeling tools are incredibly strong for polygonal modeling. The focus of this book will be on polygonal modeling because the majority of 3ds Max models are created with polygons. In addition to mechanical models, in this book you will model an organic model—an alien creature—and use that model to animate a character using SubDivision surfaces.
In this chapter, you will learn modeling concepts and how to use 3ds Max modeling toolsets. You will also tackle two different models to get a sense of a workflow using 3ds Max.
Topics in this chapter include:
Planning Your Model
Modeling Concepts
Modifiers and the Modifier Stack
Look at the Mesh You Got Us Into!
Editable Poly Tools
Modeling a Chest of Drawers
Modeling a Hand
Planning Your Model
The most important thing to know before you begin to model is exactly what you are going to model. That sounds obvious, but it's true. You need to think about your model and gather as many references as you can. The best training you can hope to gain is simply by observing the core elements and forms that make up objects in everyday life. Learn how to dissect things around you into component shapes that ...
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