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

اینجــــا یک کتابخانه دیجیتالی است

با بیش از 100000 منبع الکترونیکی رایگان به زبان فارسی ، عربی و انگلیسی

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

Adobe Creative Team

| نمايش فراداده ، افزودن یک نقد و بررسی
افزودن به کتابخانه شخصی
ارسال به دوستان
جستجو در متن کتاب
بیشتر
تنظیمات قلم

فونت

اندازه قلم

+ - پیش فرض

حالت نمایش

روز نیمروز شب
جستجو در لغت نامه
بیشتر
لیست موضوعات
توضیحات
افزودن یادداشت جدید











  • Working with Arrays


    An array is nothing more than a number of similar objects arranged in a regular pattern. Although it can seem a little daunting at first, max's Array tool is invaluable for laying out many copies of identical objects such as tiles. You know that your tile is 20 units on each side and that the floor is 300 units wide, so some simple math (300 divided by 20) reveals that you need 15 copies in the X axis. Let's create these.


    1.

    Now that you have a solitary tile, let's duplicate it to cover the floor. Right-click in a blank area of the Main toolbar to bring up a list of available toolbars, and choose Extras from the list. With the ChamferBox still selected, choose Array from the Extras toolbar to bring up the Array dialog.

    2.

    Enter 15 as the 1D Count value in the Array Dimensions area and 20 as the value in the Incremental X axis. Set the Type of Object to Instance and click Preview to see the results (Figure 7.3).

    Figure 7.3. Previewed Array in one axis.

    [View full size image]

    Tip

    Pressing Control-N when the cursor is in a spinner or value box will bring up the Numerical Expression Evaluator. You can use this to perform calculations like the one above and the result will be pasted as the new value.

    3.

    You can also tell the Array to duplicate the tiles in the Y axis. Turn on the 2D button and set the Y Incremental Rows Offset to 20. Now, when you increase the value of the 2D Count, you can see the rows moving down. Set the 2D Count to 20 and hit OK to complete the tiled floor (Figure 7.4).

    Figure 7.4. Creating an Array in two axes.

    [View full size image]

    4.

    Since you have used Instances for the floor, you can alter the scale of all tiles simply by changing the values for one tile. To see this in effect, select any one of the tiles and change the Height value to 3.0 and the Fillet value to 0.5 (Figure 7.5).

    Figure 7.5. Altering the tiles via Instancing.

    [View full size image]

    You're now going to create the basis for your kitchen's cupboards.

    5.

    Each cupboard is going to be 60 by 60 units in dimension, and you'll need to clear some space. In the Top viewport, select and delete three rows of 15 tiles from the left down and three rows of six tiles across (Figure 7.6).

    Figure 7.6. Top view of the deleted tiles.

    6.

    Remaining in the Top viewport, create a Box primitive anywhere in the scene, entering the Length, Width, and Height values as 60. Name it Unit01.

    7.

    Bring up the Grid and Snap Settings dialog and set the snapping to Grid Points and Endpoint. In the Perspective viewport, select the corner of the box and drag and snap it to the grid point (Figure 7.7).

    Figure 7.7. Snapping the box to the grid.

    [View full size image]

    8.

    Use the Array tool again to create five Instanced duplicates of the cupboard in the Y axis, incrementing by 60. Then create three duplicates in the X axis by the same amount (Figure 7.8).

    Figure 7.8. Duplicated boxes.


    To see my version of the scene so far, open the file 7_Kitchen_Primitives.max on the DVD.

    You now have the basis for your kitchen. It might not look like much, but you can use what you have created in this exercise as the basis for all the other detail you're going to add. In the next section, you'll use splines to add a countertop to the kitchen and model an appliance.


    • / 193