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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.
Now that I've got some edge loops to work with, I can go ahead and really start shaping this model in earnest. So go ahead and select it, and I want to go down to Editable Poly and turn on Show end results, and I don't need to see these wires, so I'll hit F4. And I can go and select By Vertex or any of these different selection modes and start playing with this. So I'll grab my Move Tool, and again I just want to try to make this round, so that I don't have these funny shapes. And it's very freeform, it's very, how shall I say intuitive.
It's one of the big advantages of working with Sub-Ds. It's kind of what you see is what you get, and you can play around, and it's pretty safe because in fact, you can make mistakes. And it's very easy to add and remove detail. And there is very little in the way of irreversible changes. And if you are doing character or creature modeling, this is really the Holy Grail of modeling. Now you notice that I've been a little bit sloppy about some of these, and this Vertex here is no longer at an x value of 0.
So you do want to try to make sure that you don't get into that situation. Now the Symmetry Modifier is trying to be pretty foolproof. You'll notice that when I bring this over, it's actually welding. There is an invisible Vertex on the other side here, and there is a certain threshold to the symmetry where it's actually going to sort of clean up the mess for you. But you don't want to get into that position. So what I advise is, if you find that your points have strayed away from that x axis, you can just select the point with the Move Tool, and then down in the transform type in area you can just type in a 0 for x.
I want to tilt this whole business up, because it is supposed to be at an angle here. So I can select these top polygons, and this actually gives me an opportunity to show you that there is a cool way that you can select these top polys. Let me turn off Show end result for a moment. Notice that if I drag a box around these polygons, I am not just selecting the top ones, I am also selecting anything that my selection rectangle touches. But within 3ds Max you have the ability to switch your Selection modes between Window and Crossing.
So currently it's in Crossing mode, which means if my Selection Rectangle selects or touches anything, if it touches anything it'll be selected. But the other mode is Window mode, which is the sub-objects have to be completely within the Selection Rectangle in order to be selected. So I can use that to select just those top polygons. I'll turn Show end result back on, and I'll grab my Rotate Tool, right-click in my Perspective View and then tilt those up. Very nice, I'll orbit around in my View, check this in the Left View.
And then I'll just spend some time trying to shape this up. W key to move. I want to expand these guys out. And I can use my Move Tool moving only in x and y. But I do want to try to keep those flat. So as I move this in x and y, you'll notice in my Left View over in the side as I move this side-to-side, it's actually not maintaining the integrity of this line. So if I move it in one direction I'll probably need to move it the other directions as well. And this is going to be a rounded seat here. So I want that to have some shape to it.
These I am going to want to move over a lot closer to the edge here. So I would spend a lot more time on this if I wanted to get a really good result. I might want to add more edges too. It might not have enough. So I could use the Connect Tool, if I needed to add more edges. Select these edges and just click Connect. And then I've added a new Edge Loop that gives me more detail to work with. I'll maximize the View with Alt+W. And the effect I want to achieve here is that I want this to be kind of flat up here at the top and then kind of go down there.
So I'll turnoff Show end result so I can see what I am doing to select the Vertex and then turn it back on again. There's a Vertex there, so again I might need to turn Show end result off and on again. And so I really should spend more time on this, but as far as the lesson goes I think that's all the time that we have. The one thing that I do want to show you is the ability to crease edges. So I can select Edges, and in fact, my Edge Loop is already selected right now, but if it wasn't, I could just click on it and click Loop. And then you've got a Crease Control here, and this is inside Editable Poly.
And what that's going to do is it's going to affect the TurboSmooth up at the top of the Stack here. As I increase this Crease factor we're creating a sharper edge there, and I could do that along this guy here too. Select all of these. Click the Loop button, and it doesn't always go around corners. So you might need to use the Ctrl key and click Loop successively. And I can increase the Crease factor there too. So you see what that's doing is it's actually pulling that outward in order to create a sharp corner. So I would spend a little bit more time trying to work on this until I get a good result.
And then finally at the end, I'll convert this back to Editable Poly and make these TurboSmooth subdivisions permanent.
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