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The course covers Autodesk 3DS Max from the ground up, providing a thorough overview of this advanced 3D graphics and modeling package. Author Aaron F. Ross covers the 3ds Max interface and walks through common tasks such as modeling, texturing, lighting, animating, and rendering. The course is centered around real-world projects that provide designers practical examples to use with the lessons.
Now that we've set an appropriate level of detail on this beveled text object, we can apply any parametric deformer to change its shape. For example, I'll select it and go to the Modify panel. In the Modify list, I'll try a Ripple Deformer. This would be pretty interesting, and I'll increase this Amplitude, and you can see we're getting this sort of watery ripple effect. So that I can see that a little bit better, I'll turn off the Edged Faces with F4. And although it's not perfect, it's got a few little glitches here and there, it's looking pretty good.
If I had not set the level of detail, then it would look pretty terrible. To illustrate that, I'll go back down to the Bevel modifier, and I'll switch the Cap Type to Morph, which is the default, and immediately things start to get kind of ugly. That's really not a desirable outcome, and if I change this Ripple Amplitude, I can make it worse. It's really important that you have good level of detail to your text before you try to deform it in any way.
Go back to the Bevel, set that back to Grid, and it's looking more or less the way that I need it to. That's just an illustration of the importance of setting a proper level of detail for deforming objects such as a beveled text.
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