In this video, set up some shortcuts for the UI. Get introduced to setting up a shortcut for SwiftLoop and vertex connect.
- [Instructor] I am here in 3ds Max 2016. You can follow me using any version of 3ds Max, as long as you have Vidway installed in it. So, everything is pretty standard, but there are a couple of things I would like to explain before moving to the modeling part. I have added some shortcuts. For that, go to the Customize menu, and click the Customize User Interface. Now, I have added a shortcut for swift loop. For that, I will expand the category, scroll down, and look for the PolyTools option in here.
Then, selecting any of these options, I will keep pressing S on my keyboard until I find the Swift Loop, here. So, the shortcut I have assigned for swift loop is basically Shift, Space. I will select Swift Loop and place my cursor here and press Shift, Space, and then hit Assign Shortcut, and the shortcut will be assigned. Also, making sure that I do save this out, this MaxDarkUI file, somewhere in my computer, so next time, when I start 3ds Max, this shortcut will be saved.
Another shortcut I'm going to add is for the Edit Poly Vertex Connect. And for that I will go to the Editable Polygon Object and I will scroll down and look for the Connect Vertex option. And in brackets it says, Poly, so we'll select that. And assign the shortcut Control, Space, by pressing Control and Space and assigning that. And then, again, saving that out, making sure that it is saved for future use. And I will close this Customize User Interface dialog box.
Now, to test these shortcuts, I will go ahead and create a box in my top view port and then right click and convert that into editable poly. And to test my swift loop, I will maximize my view port by pressing Alt, W, press Shift, Space, and see that the swift loop is working. So we'll click couple of times, press F4, and see that the segments are added through swift loop. Now, to test the second shortcut, I will press one on my keyboard.
I will select these two vertices here, and press Control, Space, and see if this works. And it works perfectly fine. Now these shortcuts are set. I will also show you that in my Modify panel I have some buttons added over here. Basically, these are the modifiers that you can choose from the list over here, but to make the process quick, I have added buttons for them. And these are basically the buttons that I personally think I will be using pretty frequently. In order to set these, all you have to do is click on this Configure Modifier Sets and choose Configure Modifier Sets.
And then you can add in the modifiers that you desire. So, for example, if I want to add an Edit Spline modifier, this button is currently active, I will just simply double click that. And it's been added here. And I can also set the total number of buttons. Currently it's six, which I'm happy with, but you can increase or decrease that. Now, I'll leave everything to what it was before and I will cancel this out. Otherwise, if I want to make any changes, I will hit Okay.
So these were some of the minor changes I want to add to the UI. Also, I am working with a dual screen and my references will be on another screen. So I will be dragging them in like that throughout the course, or some of the menus might be on the other screen. So this is what we will be basically creating at the end of the course. Now, one last thing. I will be creating most of this stuff without having any reference image here in the background. But if you find it difficult to trace these objects, such as the bottle or glass, you can go ahead and open that orange juice render image and place that in the background over a plane as a texture, apply that, and then you can trace the bottle and glass on top of that, which I will be doing without the reference.
Also, I am assuming that you already know the basics of 3ds Max, including having knowledge of materials, lighting, and basic operations, such as moving along the view ports and maneuvering the camera. Now, in the next video, we are going to start the modeling process.
- Setting up shortcuts for the user interface
- Creating the basic lights
- Reviewing the basics of V-Ray material
- Compositing render passes in Photoshop
- Adjusting materials
- Adding background elements
- Color correcting objects
- Using PixelSquid models