Join Randi Derakhshani for an in-depth discussion in this video Viewports, part of Getting Started with 3ds Max.
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In this lesson we'll take a look into 3ds Max's viewports which are views into your 3D space. Viewports are the primary interface to your 3ds Max scene and allows you to work easily within a 3D space. We'll look at how to use viewports in their menus and display options to get the most out of your experience. The view parts are your work area, simply put. By default the viewports are divided into four equally sized windows.
The highlight you see around the viewport means that it's the active viewport. To switch, you just click. It's also a good habit to get into to right-click to select the viewport. That way you're not actually selecting something else within your scene. Changing the viewport size is done with the minimum maximum viewport toggle button. This is down in the viewport Navigation tools at the bottom right hand corner of your interface. The easier way to do that is to use the keyboard shortcut, which is Alt W. To resize your viewports, you can drag the viewport intersect point, I like to call them grout lines, you can drag those around to get different sized viewport. If you'd like to reset, just right-click within that intersect area and click Reset Layout.
The viewport menus are within the brackets in the upper left hand corner of each of your viewports. There are three different viewport menus. We have the General viewport menu which is the plus sign within the brackets. This gives us overall control of the viewport displays. The middle one is our POV menu, or Point of View, which is controlling the display within the viewport. And then we have our Shading viewport menu.
This is how objects are displayed within the viewport. I'm going to open a scene up. So we can get a really good idea of how the viewports work. The default views show 3 isometric views. A front view, a top view, and a left view. Isometric views are 2D representations of 3D. And then we also have a perspective view, which is more like how you see through your eye. You can change what viewports are assigned by either going into the POV menu and choosing a different viewport.
Back. Front and so on. You can also hit the letter V which will bring up a viewport menu. Viewport rendering types are how the objects are shaded within your viewport. That is controlled by the Shading menu. Now in the perspective view right now, it is setup to be a shaded viewport, with the wireframe, which is the, skeletal structure of the model, showing only, a wire mesh, over, a shaded view.
The viewport rendering types are realistic, shaded, consistent colors and edged faces. There's also facets, hidden lines, wire frame, bounding box and clay. By default the Perspective viewport is always set up to have realistic shading without edged faces. Realistic rendering type textures geometry realistically with high quality shading and lighting and that's what is always assigned by default to the perspective viewport. The iscometic views front top and left.
Are assigned wireframe by default. And again, we can change the rendering type by going into the Shading Viewport menu, and choosing something else. I can click Shaded, and you'll see the lighting goes away. Go back to realistic. There's also a shortcut to toggle between realistic and wire frame and it's F3. Now if you have shading assigned, it will toggle between shaded and wireframe. And we can do that in any viewport.
Realistic, changing all these to realistic. And another popular way to view your objects in your viewport, is to have edged faces. This is particularly helpful when you're modeling, and that shortcut is F4. You can also go into your Shading Viewport menu and choose Edge Faces. In this lesson we learn the difference between the viewports as well as how to switch between them, size them, and how to display your scene using different rendering types.
As well as how to adjust their appearance within the 3D Max User Interface. We also looked at the Viewport menus and how to use them.
- The interface and navigation
- Creating and manipulating objects
- Working with modifiers
- Vertex, edge, and border modeling
- Working in Element mode
- Editable polys and NURMS
- Creating 3D shapes from 2D shapes
- Vertex sub-object editing for splines
- Lathing and lofting splines