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In
that first tutorial I will explain you howto setup
your 3Dsmax correctly. That's an easy task, but
really needed. After that step, you'll
be able to start modeling the basic primitives,
and even your own mesh, here a building. Install
the demo version of 3Dsmax you downloaded. Also
install the Kams
Max scripts and Deniska's
ones. Browse the folder where 3Dsmax was installed,
and extract both archive's Script folder into it.
If you had started 3Dsmax already, restart it so
the changes can take effect. |
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Each
time you add a plugin to 3Dsmax (*.dlu,
*.dle), you need to restart it so the changes
take effect. But for maxscripts, you can
load them going into : "MAXScript >
Run Script... " and then select the
.ms or .mse file you just added.
Sometimes
the script wont prompt imediately, and you'll
need to open the MAXScript listener rollout
to start it. That part will be seen from
chapter four.
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1.0 Configure 3Dsmax Units and Viewports
Once
done,close those windows, and get started for
the primitives modeling.
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Alright,
go into "Customize > Preferences"
Once the preferences window is displayed, go to
the viewport tab, then click "Configure Driver".
Then setup the parameters like the following image.
The "Antialiasing into viewport" option
will help you model with a clearer sight. Increase
to the maximum the size of the textures used for
viewport rendering. Do not check the "Match
Bitmap as closely as Possible", in some case
it can cause problems with non power of two and
over 2048*2048 pixel textures.
The texel
lookup option will define how the textures are
filtered through your viewports when showing object
into Smooth And Highlight mode.
The Mipmap lookup will define
how your texture is rendered through distance.
Linear will give the smoothest graphics possible.
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1.1 Box primitive and Editable Poly
modes
Ok,
now that you're ready to some serious modeling,
let's begin with one of the most used primitive
: the BOX ! First that panel in the image on your
right is the CREATE panel. On
this one you will be able to create any kind of
primitive listed, and also use other 3D objects
and archetypes like helpers, lights, and physic
objects. For the moment we will only care about
the Standard Primitives tab.
Click on
the Box button, drag the box base into top viewport
and drag a second time to elevate the box verticaly.
Next, setup the box like the following image :
The lengh, width, height
parameters will setup the cube into the 3D space.
The three other parameters are the number of segments
the box will have on each side.
I strongly recomend
you follow my values, so that way you will get
the same results.
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The units used till now are the
generic units used by 3Dsmax. Those units can be
used for Grand Theft Auto games, but can also be
converted into centimeters or meters units. To do
so, go to "Customize > Unit Setup".
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Well, now you should have that result into the perspective
view. Some words about that view :
That view is
the final 3D space for us, since we're not going
to finalize our work into the renderer. You can
see all your modifications in it. Here are
some hotkeys I highly recomend to use with the viewports
:
- WHEELMOUSE Click
+ MOVE = view panner
- ALT + WHEELMOUSE
Click + MOVE = Rotate
- CTRL + ALT
+ WHEELMOUSE Click = Zoom
With
those three movement hotkeys, you're able to work
fast and precisely. If the the camera doesn't rotate
correctly around the object, make sure the rotate
method is that one :

Here are some other
important hotkeys for viewports :
F2 Toggle
= will switch way selected surface are shaded
F3 Toggle
= will switch between wireframe and shaded modes
F4 Toggle
= will switch edged mode.
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Now that our box is ready
to be edited, right click it in any view, and do
"Convert to
> Editable Poly".
Now the box has been converted into a vertex modifiable
mesh. Exit the primitive, now keep in mind you cant
step back to the primitive parameters. All you will
have now in front of you is a piece of vertex connected
each others by edges, which both do polygons. Go
into the MODIFY
panel now, in which we will continue with that legend
:
- 1 Is the name
of your object. Used here and into the object list
panel (Key 'H'). That's extremely important to name
every object you create, as the exporters will use
that name to create GTA models. The colored box
nexto the name is the object color when untextured.
- 2 Is the
modifier list in which you will find every MODIFIER
needed to edit our box like we want. There's a lot,
but only a few of them are useful to us at that
stage.
- 3 Is the current
modifier, before everything, I just have to tell
you what's the stack. 3DsMAX uses a stack system
to combine multiple modifier together and be able
to go back into it at every moment. You could have
added a Edit Poly modifier on your primitive modifier
instead of converting your object into it. Keep
it in mind.
- 4 Is simply
a way to pin your object's stack.
- 5
Is very useful when working at the bottom
of the stack, to see the final result, toggle it
when it consume too much power.
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When
your stack becomes too high or too complicated for
you or your computer, you can right click any modifier
and select 'Collapse All' |
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When working with mesh
smoothing modifier, never collapse the stack, or
you'll be in front of a supersmoothed non editable
mesh !
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Now
that you know a bit on how to work with modifier,
let's go a level deeper, with the editable poly
sublevels. Each of them gives you a way to
edit your mesh, and all of them are complementary.
- 1 That's VERTEX
Edit mode, in that one you can move points.
- 2 That's
EDGE Edit mode, in which you can
edit Edges.
- 3 Is the BORDER
mode. Borders are the groups of edges that are surrounding
an empty area into the mesh, a hole, or its stroke.
Very useful for box modeling.
- 4 That's the
beloved POLYGON mode, in that one
you can edit object's polygons. That mode is mostly
used for the functions it gives to edit them, rarely
to move them. We'll look at that later.
- 5 Is the
ELEMENT mode, you cannot edit alot of things
with that mode, but it can be handy for selection
big pieces of polygons. An element is a part of
the mesh which is unified, when the mesh is split
into two parts, you have two elements.
- 6 The BY
VERTEX (here greyed) is a way to select
your Edges/Borders/Polygons/Elements. Instead of
click anywhere to select ONE edge/border/polygon/element,
it'll select what you need by its vertex. That means
if you select a something that way into polygon
mode, you'll get 3 faces selected minimum.
- 7 The checkbox
IGNORE BACKFACING can be used to
avoid selecting things that are behind the object's
side you're viewing. It's recomended to use it in
Perspective view, not into User
view.
- 8 You can
also select stuff BY ANGLE, that can be very powerful
if working on rounded meshes. You can specify the
angle wanted into the text box nexto it.
The others button will be seen
in the next steps, with images for proof. Okay,
now you can get a five minutes break and look for
a hot coffee before going into the next stage in which
we will learn about the polygon functions. |
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Sometimes you will want to turn
a polygon selection to vertex. To do so, hold 'CTRL'
pressed and click on the VERTEX mode button. Your
selection will be transformed into vertex which
are concerned by those polygons. That simple tip
can be used with all the modes to save alot of work
and time.
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