The snaps menu will one of the most useful toolsets we have to ensure all elements we model or position stay tightly aligned to our grid. The toolset will offer us all the tools we need to position, transform and snap any of our models elements to the grid. Using the snap settings is essential for modeling modular elements. In this chapter we'll cover the snap setting s most helpful for modeling modular assets in MAX.
- [Voiceover] At this point we have the work envirnoment…setup well for modular modeling.…But there a particular tool set that you may not have used…before that is essential for our goal of building…a modular 3D kit.…That tool set is our snap tools.…We can access our snap tools up here on the menu.…There's our 3D snaps.…There's our rotation snaps.…And there's our percentage snaps.…For the most part we're going to be using our 3D snaps…and our rotate snaps for this.…
Also this particular menu, the 3D snaps,…has some other snap tools that you may want…to look into listed below it.…Now to access our 3D snap settings,…we right-click on on that particular button…and it will jump over here to our snap settings.…We have a few different categories.…There's standard which we're gonna be mostly using.…There's also body snaps which will help you snap…elements of an object to itself.…And there's NA_RIBS and Point Cloud Objects.…
I'm gonna be using standard for most…of what we do in this series.…The three that I use the most are grid lines,…
He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.
- Setting up the workspace, units, and grid
- Modeling the main walls
- Working with back-facing polygons
- Creating base objects
- Building modular elements
- UX mapping modular meshes
- Changing materials