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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  • Shapes and Splines


    We have dealt with primitives and seen the benefits of parametric control (in other words, specification by numerical parameter) over an object's shape. However, this control can also present limitations. How far can we manipulate an object while retaining the versatility to alter its structure? Here is where we can turn to max's shapes (2D forms) for our creations. Like the polygonal primitives, shapes have a series of default forms in which they can be created (circle, rectangle, and so on).

    Adding Precision with Shapes


    You're now going to create a work surface (countertop) for the kitchen scene using a rectangle spline as the basis for its shape. You'll also be using the primitives from the previous exercise as a guide to help you be accurate.


    1.

    Continue with the previous exercise's file, or open 7_Kitchen_Primitives.max from the DVD.

    2.

    Select the box named Unit01, and from the Display panel, select Hide Unselected.

    Tip

    Hiding and unhiding objects can be essential to a productive workflow. By removing unnecessary objects from your view, not only can you focus more easily on your work, but you can also get a faster response from max while you're doing it.

    3.

    Raise the height of the cupboards by changing the Height value of the box from 60 to 80.

    4.

    Choose Rectangle from the Create > Shapes menu, and in the Front viewport, create one with a length of 7.0 and a width of 60 (again, these can be entered manually after creation).

    This shape is going to be the basis for the countertop. It's a bit sharp at the moment, so let's smooth it off.

    5.

    Enable Midpoint snapping and drag the bottom of the rectangle so that it meets the top edge of Unit01 (Figure 7.9).

    Figure 7.9. Snapping the rectangle to the top of the cupboard.

    [View full size image]

    6.

    Now apply an Edit Spline modifier to the rectangle, and in Vertex sub-object mode, move the two vertices on the right-hand side outward from the edge of the cupboard (Figure 7.10).

    Figure 7.10. Extending the rectangle with an Edit Spline modifier.

    [View full size image]

    7.

    Still in the Front viewport, select the vertex at the top right of the rectangle, and from the Geometry rollout in the spline Modify panel, enter a Fillet amount of 3.0 (Figure 7.11). From the Display panel, choose Unhide All so you can see the rest of the scene.

    Figure 7.11. Rounding the edge of the surface with Fillet.

    [View full size image]

    8.

    Now that you've rounded the corner, apply an Extrude modifier and set the amount to 300 (Figure 7.12).

    Figure 7.12. The countertop extruded.

    [View full size image]

    9.

    Apply the countertop material in the Material Editor to the object.


    Cutting and Fitting


    By keeping the changes you've made to the shape in an Edit Spline modifier, you can go in and easily add detail to the surface or remove it. Try turning the modifier off to see the effect it has on the shape of the extruded surface, remembering to turn it back on before you proceed.

    Just as real tilers do when laying a tile floor, we'll do some cutting and fitting to get our tiles to fit precisely.


    1.

    Where the surface runs into the corner, you are going to cut it at a 45-degree angle. To do this, apply a Slice modifier to the object, and in the Top viewport, rotate its Slice Plane sub-object 45 degrees in the Z axis (Figure 7.13).

    Figure 7.13. Rotating the Slice Plane through45 degrees.

    [View full size image]

    2.

    Set the Slice Type to Remove Bottom. Select the Slice Plane sub-object and move it upward until you reach the top. Snap to the Endpoint to align the Slice Plane accurately with the corner of the cupboards (Figure 7.14).

    Figure 7.14. Snapping the Slice Plane to the corner of the cupboards.

    [View full size image]

    3.

    Still in the Top viewport, use the Mirror tool to flip the countertop in its X axis and set the Clone Selection to Copy.

    4.

    Activate Angle Snap on the Main toolbar, and rotate the duplicate countertop you've just created by 90 degrees in the Z axis.

    5.

    With Snaps still enabled and set to Endpoint, move the countertop into place, snapping onto the corner of the right-hand cupboard (Figure 7.15).

    Figure 7.15. Moving the other countertop into place.

    6.

    All that remains now is to move the Slice Plane of this countertop's Slice modifier into the same place as the other for a flush fit. Do this by again snapping to the Endpoint of the corner cupboard (Figure 7.16).

    Figure 7.16. Moving the Slice Planes in line with each other.

    [View full size image]

    7.

    Save the file as 7_Kitchen_Worktop.max.


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

    You've not only created a countertop for your kitchen, you've also gained the ability to easily change an object's structure.


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