INSIDE 3DS MAX® 7 [Electronic resources] نسخه متنی

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INSIDE 3DS MAX® 7 [Electronic resources] - نسخه متنی

Adobe Creative Team

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  • Primitives


    The primitives in 3ds max are a collection of Euclidean solids and other premade objects that can serve as the starting place for almost any creation. A client might ask to see a quick visualization of 20 cars screaming down a track, or maybe you just want to block out some scenery for an animation. Either way, the fastest solution would be to use primitives to very quickly and efficiently lay out the scene. Not only that, but many objects can be created from default primitives: a lamp from a cylinder and tube, or a dining table from five boxes.

    Developing Primitives


    In the following exercise, we're going to start laying out the basic structure of a kitchen, then move on to create some specific furnishings and fittings, all from primitives.


    1.

    Open the file 7_Kitchen_Start.max from the DVD.

    You can see that the scene currently consists of an empty room with a few pieces (Figure 7.1). This is going to be the framework for the kitchen. The first step is to tile the floor.

    Figure 7.1. Empty kitchen scene.

    Note

    The walls that are missing from the kitchen model are only temporarily removed by use of the Mesh Select and DeleteMesh modifiers. The kitchen can be made whole at the end of the exercise by disabling these.

    2.

    To make things easier, you're going to hide most of the scene, saving only what you need to work with. The kitchen objects themselves are currently frozen, so from the Display panel, check Hide Frozen Objects in the Hide rollout.

    3.

    The rectangle that remains represents the area of the floor. From the Modify panel, you can see that the floor is 400 units in length and 300 in width. You'll use this information to place the tiles properly. Right-click the Snaps Toggle button on the Main toolbar to bring up the Grid and Snap Settings dialog. Check the box labeled Grid Points.

    Snapping (covered in more detail in an earlier chapter) is a quick and accurate way to determine the placement of objects in a scene. Our current scene has been constructed using the grid, so you'll continue to use the grid as a guide for your objects.

    4.

    From the Create > Geometry > Extended Primitives panel, choose ChamferBox. Maximize the Top viewport and drag out a box in the top left corner of the floor. Make the dimensions of the box 20 by 20 by snapping to the grid (Figure 7.2), then click twice more to finish the creation.

    Figure 7.2. Creating a ChamferBox by snapping to the grid.

    [View full size image]

    5.

    Once the box is created, manually enter the following settings:

    • Height = 1.0

    • Fillet = 0.2

    • Fillet Segments = 1

    • Smooth = Unchecked


    By turning down the Fillet Segments, you will have less geometry in your scene while retaining a defining edge for the tiles. Disabling Smooth helps to enhance this effect.



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