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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.
The next thing we're going to do here is to add some interest to these simple chamfer boxes for the sofa. As you can see, I've already constructed the chamfer boxes and placed them roughly where they need to be in order to, basically, block out the sofa. So, the first thing I want to do here is I want to assign a modifier called Volume Select. What that's going to let me do is pass a subobject selection up the Modifier Stack to a subsequent modifier.
The reason that I want to do this is because I want to push out the parts of the cushions. I want to basically push them up and out. But I don't want to push them equally in all directions. So I want to select part of the model and then only push that one part. The easiest way to do this is through a Volume Select modifier. So, you'll see, there are a bunch of modifiers here, for example, Mesh Select and Poly Select. Volume Select is the best in this case, because it's going to give me a gizmo that I can move around to define the selection.
Instead of hard selecting particular vertices or edges or polygons, Volume Select gives me a way to do that that's not going to cause any problems with dependencies, and it's a bit more intuitive as well. So, I'm going to add a Volume Select modifier to this bottom cushion. Now, there are a bunch of options here. For example, what are we going to select, the whole object, or do you want to select by vertex, or by polygon face? Well, in this case, I want to select by vertex. I'm going to activate that.
You'll see the vertices all light up in red. What I want to do here is I want to select just part of the model up here at the top. So to do that, I'm going to manipulate the gizmo for the Volume Select modifier. I'm going to go into the Volume Select subobject modes. Open that up, and I can choose Gizmo. You'll see, as I move the gizmo, selections are made based upon the volume of this gizmo. So, if the gizmo is penetrating the object, then those vertices will be selected.
I can also scale the gizmo. So, I'll grab the Scale Tool and scale it down a little bit in two axes. So, I've just selected just the middle of that chamfer box. Finally, I want to use a soft selection on this, because I don't want to just push these guys up straight and not affect any of the stuff around it. In other words, I want there to be a sort of soft transition here. So, I want to turn on Soft Selection. When I enable that, you'll see color coding.
Red means the vertices are actually hard-selected. Then as these colors fade into cooler colors, these vertices are selected less and less. So, they are sort of partially selected. So, as I scale this, we'll see it change a little bit. I'll also want to adjust the Falloff value to sort of bring that in tighter. So, as I drag this down, you'll see aha! Okay. Fewer are being selected.
So, anything that's blue is not selected at all; anything that's red is 100% selected. Components or subobjects that are in different colors will indicate the intensity of selection or the degree of selection. So, I have got a Volume Select applied now. The next thing I'm going to do is apply a Push modifier. In this case, I'm going to just leave it in this state. It's already in Gizmo subobject mode. I don't need to exit out of Subobject mode in this case. I can just go ahead and add the next modifier.
That's called a Push modifier, scrolling down and selecting Push. I'll adjust the Push Value. I'll increase that. So, I'm going to make it fairly exaggerated, so that you can see the effect. So, with a Push Value of 10 centimeters, the hard-selected vertices are pushed up by 10 centimeters. Then the vertices in that Soft Selection region are being pushed up less. So, because of the procedural nature of this model, I can actually go down into the Volume Select modifier, back down into the Gizmo, and scale this to change the selection.
I can also move this around as you can see. So, I'll just put it back where it was, basically centered. Then I can go back and adjust the Push Value. So, it's not pushing up quite as much. Additionally, with Soft Selection, I can go back down to my Volume Select. I can play around with the Pinch and Bubble and see what they do. So, as I increase the amount of Bubbling, you'll see, it's kind of pushing out a little bit more. That's more like what I want. I'll go back to Gizmo subobject mode and scale and pull that out.
Maybe play with the Falloff amount. Then finally, go back down to the Push and bring that down more to a reasonable value. So, this is just one way that I can do this. There's a lot of other ways to do it. But this is a great example of how a Selection modifier can be used to pass a subobject selection up to the next modifier in the stack.
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