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In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.
Finally, after I've baked my model to Editable Poly and sort of burned in my subdivisions, I might take the opportunity to do a final pass at optimization. Once I've done this bake operation, I actually can have access to the individual sub-objects that were generated by the Turbo Smooth modifier. So I might want to go through here and maybe remove some of this detail. So, in this area here, this is a fairly straight section here, a fairly straight area of my barstool.
So I don't necessarily need these edges here. So I can actually, after I've baked the model, I can make a final pass at optimizing or do any kind of fine details, make whatever changes that can only be done at this very fine level. So, for example, I can select an edge loop, get in a little bit closer here, select that edge and click Loop. I can remove that edge loop. If I just click the Remove button or hit the Backspace key, it actually doesn't change my polygon count very much, if at all, because if I go to Vertex, you'll see that those vertices have been left behind.
So, I'm going to undo that with Ctrl+Z. I just want to show you if you use the Ctrl key when you click Remove or use Ctrl+Backspace, you can remove that edge loop and all the associated vertices. So I'll click Ctrl+Remove, and you'll see it's actually changed the curvature. This is now a straight line here. If I go to Vertex, I don't have any of that leftover vertex garbage. So, I could make this a perfectly straight line by deleting these two edge loops as well. So I just select one and then Ctrl +Select one of these here. Oops! Alt to unselect, get in little bit closer, Ctrl+Select, and then click Loop.
I've got both of those edge loops selected. This time, I'll use the keyboard shortcut, which is Ctrl+Backspace. Now, I've removed the edge loops and their associated vertices. Finally, I might want to move this edge loop down a little bit, so there will be some amount of curvature there. So, I'll select this one. Sometimes, it's a little bit tricky to select, but there I've got it and click Loop, and then I can transform that. I can move it down and/or scale it. I can grab the Scale Tool. The Scale Tool is still remembering that I was using World coordinates and the Transform Coordinate Center.
So I can go back to the default, which is Use Pivot Point. In this case, it's just using the average of the selected vertices or edges. I can just scale that down a little bit. I've had a net loss of polygons here. I've lost a couple hundred polygons just by doing that. Then I would save my file out again, and that would be my final version of this barstool. That's our lesson on subdivision surface workflow.
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