Learn to 3D Model ANYTHING with 3ds MAX: Beginner Tutorial

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Watch at: 00:00 / 00:00:20[Music]hey everyone this is kylewith simulation lab here in brooklyn newyorkand this video is titled how to 3d modelanything with 3d studio maxthat's morgan it's my girlfriendWatch at: 00:20 / 00:40so if you're new to the channel ireleased a video about eight months agonow it's basically ait's a it's a 3ds max beginner crashcourse videoand it's about an hour long and itbasically runs downall of the uh it's a basic rundown ofall of thethe the basic tools um in within 3dWatch at: 00:40 / 01:00studio max and theinterface and we discuss um you knowvarious components for animating andrigging thingsum so it's a it's a brief rundown ofeverything in about an hourso i definitely recommend going to checkthat out umprior to the rest of this little seriesthat i'm putting togetherWatch at: 01:00 / 01:20so like i said this video is isis titled how to 3d model anything sowe're going to be discussing somesome of the basic primitive shapes inmax and the sort of philosophy ofmodelingwithin an environment like 3d studio maxand then we're going to be talking aboutthetypical modifiers that you use toWatch at: 01:20 / 01:40manipulate geometrywhile you're sort of modeling as anobjector objects and we're going to be talkingvery briefly about like booleans andblob mesh and stuff like that like alittle bit more complexmodeling techniques and i know we'regoing to be modeling some stuffi'll probably put together a littlearchitectural scene with umWatch at: 01:40 / 02:00with like a a chair a table maybe a beerbottleum and uh maybe we'll like at the veryend of the video we'll discuss somesome lighting techniques and verybriefly set up a little rendered sceneum i plan to release a couple of videosumor at least one video for like abeginnerWatch at: 02:00 / 02:20uh step-by-step guide on on how to lighta scene andproperly render a scene so that's uhthat's coming up soonso a lot of the videos that i've postedthat i've been posting recently havebeenum using thai flow which is like a sortof advancedlike vfx plug-init's a simulation plug-in so i do a lotWatch at: 02:20 / 02:40of work with thatplugin in particular so before youjump into vfx and like really advancedyou know visual programming stuffit's really helpful to know the basicsof how to model objectshow to model a thing right becausethat's really what's going to make yourwork stand out isthe the detail um and this you know theWatch at: 02:40 / 03:00small nuances of the particular sceneum that that really make it yoursyou know so your own artisticinterpretation of of you know theseparticular objects that you're using inyour sceneand all that stuff is up to you and ofcourse you canbuy um you know 3d models and assets onWatch at: 03:00 / 03:20marketplaces like turbosquid or cgtrader or whateverand use those in your animations butit's really helpful to know how tomodify those or how to make your ownand you'll save a lot of money doingthat and of course on top of thatit's also important to know how to modelstuff if you ever do contract workif you do work for clients obviouslyyou're going to have to be modelingWatch at: 03:20 / 03:40you know custom custom assets for themso all of theseso be covering a lot of the basicmodeling techniques ofstuff that i use every day so let's goahead and jump into itso in the 3d studio max interface in thebeginning crash coursewe cover basically all the major menusWatch at: 03:40 / 04:00and components of the interface andhow to set everything up and you knowwhat the orthographic view setup lookslikeso i won't be covering that too much umi'll be referring to a few tools hereand there but umyou know just so you guys are aware wehave the uh this is howmax usually comes in the install this isall standardWatch at: 04:00 / 04:20so you have your top front and your leftside viewand each one of these views you canclick into and you can pan aroundusing your you click down in your mousewheeland you can see the grid there and ifyou hold if you type gthe g key you can hide your grid in anyone of the viewportsand if you click on the little plus signWatch at: 04:20 / 04:40you can maximize the viewport or hit altwso again all that stuff is covered inthe beginner crash course i'll leave alink in the descriptionso let's discuss some model basic modelprimitivesright so i'm going to go ahead andexpand my perspective viewportso in our side panel here we have aWatch at: 04:40 / 05:00bunch of different tabs here and all ofthem do different things right so wehave our create tabwe have our modify tab which we use tomodify the geometry that we create wehave the hierarchy tabwhich we can use to adjust our pivotlocationum which makes it easier to manipulateWatch at: 05:00 / 05:20objects and rotate around certain thingsandwhatever we'll talk about that later umyou have yourmotion tab but you can assign particularmotion controllers and paths and stuffwe'll cover that in an another videospecifically about animation basicsum we have a display tab which is reallyhelpful for hiding and revealingWatch at: 05:20 / 05:40certain types of geometry and camerasand helpers and stuffand we have our utilities tab which wehave like some basics utilitieswhich we'll we'll cover later on in thevideoso in our create tab this is where we'regonna be creating all of our geometryright you can create all sorts of stuffokay geometry you can create splineobjects and shapesWatch at: 05:40 / 06:00okay lights cameras and helpers whichwill cover lights and cameras later onin the videoand we have space warps which is likethings like forces and deflectorsthings you can use for simulations andsystemswhich we'll uh take a look at this aswell later onso let's go to the the the geometryWatch at: 06:00 / 06:20tab here and in our drop down list youget a bunch of different geometry typesthat you can createso in the standard primitives this isthe firstdrop down option here create all kindsof different standard primitives rightso the general philosophy of modelingWatch at: 06:20 / 06:40things in 3d studio max andyou know similar to other softwares likecinema 4d and blender and maya and stuffum is that it's more of an additiveapproach umversus a subtractive approach right whati mean by that is you start with likethethe fundamental like base geometry thesimplest mostsimplified version of uh your asset thatWatch at: 06:40 / 07:00you can think ofand then you build onto that asset rightyou build more levels of detailonto it as opposed tozbrush or mudbox where you'resubtractingum material away from the object uh sortof like modeling clayright so in max you know a particularWatch at: 07:00 / 07:20object likethis like a um you know like thisadorable little cat pencil case that mygirlfriend owns so like you it's it's avery simple it's pretty simple objectbut you know it's made of multiple partsright you start thinking about this in areallyyou know fundamental sense like this ismade of a cylinder there's someextrusions here to the cylinderthe top is a sphere that's maybe cut inWatch at: 07:20 / 07:40half the earsare maybe boxes that you can vertex weldum some of them vertices together tocreate the little wedge shapes here anduhwe got buzz here buzz is a very complexshapehe poops that's very complex anyway umso stuff like that like you have toWatch at: 07:40 / 08:00start thinking about things in the realworld the things that you're actuallygoing to modelin like the most simplified termspossible rightso uh we'll go ahead and we'll create aboxyou know simple box and the some of thecomponentssome of the you know primitive shapeshave multiple operations for creatingsomething so if you drag in your sceneWatch at: 08:00 / 08:20and you can click and drag and you cancreate the base of the box firstright so i'll create a box like righthereand then if there's another operationwhere i'm not clicking anything i'm justscrolling up and downand i can click click again to createthe the top of the box and there we goand i can click anywhereWatch at: 08:20 / 08:40to to complete the operation of the boxand then real quick i covered thisalready in thebeginner crash course guide but qwerare your translation tools which arealso up here so umq is your selection tool w is your movetoolWatch at: 08:40 / 09:00e is your rotation tool and r is yourscaleso those are just like really quickhotkeys that you could use to selectthings and move stuff aroundand down here is your like translationoffsetuh parameters your transition offsetvaluesWatch at: 09:00 / 09:20so you can um these are relative toworld space so you canright click on these to zero them out oryou can you know drag in here andtype whatever you want andyour objects within the scene will moveaccordingly to thosevalues so we got a cube in here cool andwe can create all kinds of differentstuff now that we know the basicWatch at: 09:20 / 09:40operations so it's kind of like easy toexpect you know you click and drag itcreates the baseand uh you click again cone has threeoperationsso pretty pretty self-explanatory so iwould suggest uhtaking a minute and just just createsome stuff to see it see what this stuffdoesWatch at: 09:40 / 10:00and so what you could do is turn on autogrid here andif you can you know you can go down andcreate a teapot or somethingand what autogrid will do isautomatically snapthe xyz plane to whatever facethat you are currently hovering overto whatever object so you can see thatWatch at: 10:00 / 10:20the xyzgizmo there is changing depending onwhere i'm atso you can go ahead and create all kindsof teapots everywhere somethingsimilar that i explained in the crashcourse video butyeah pretty pretty simple prettystraightforward so i'll go ahead anddelete all this stuffWatch at: 10:20 / 10:40uh okay so we covered so you can playaround with all these standardprimitives in the extended primitiveswe have things like hedra adronal shapesyou have all kinds of different likechamfer boxes which you knowthis could be useful for certain thingsumbut you can always create a regular boxand then chamfer yourself later with aWatch at: 10:40 / 11:00modifierum so it's like if you're just lookingfor a quick chamfer box like somethinglike this is prettyit's an easy little tool built into maxand if you want to see the little edgethe little edges when you're doing moreprecise modeling you can go to edgefacesand you can turn those on or you canturn on wireframeWatch at: 11:00 / 11:20and wireframe is really uh greatto to use when you're trying to model umlike concave shapes like shapes thathave like an interlike an inner face like interfaces tothemlet's say if you're going to model likea tunnel or something um orum you know like aWatch at: 11:20 / 11:40uh some kind of case you know like a boxor somethingand you want to be able to see what'sinside the box you have geometry likeinside the box whatever you want to beable to see that stuff and you can turnonwireframe and you can see inside of itso very useful for all kinds ofdifferent modeling situationsWatch at: 11:40 / 12:00and you have all kinds of differentstuff you have a hose you knowum againthese shapes are are really useful forlike when you know exactlykind of like what you're gonna model umif you're just gonna model somethingfree form it'sbest to stick to stick with the standardprimitives like the basicWatch at: 12:00 / 12:20the most fundamental shape you possiblycan to start with when modelingwhatever you're trying to model right sowe'll get into that in a little bitlater on in the videocompound objects are things like blobmesh and booleanobjects so you know real quick thestandard primitives will create a boxWatch at: 12:20 / 12:40and we'll create a sphereand we'll stick the sphere in the boxand just tocover this real quick again you knowi'll go ahead andcreate a compound object pro boolean oryou can use booleanWatch at: 12:40 / 13:00probiolean allows you to booleanmultiple objects boolean is just aone-timeoperation so you can either union orsubtractintersect merge attach or insert so goahead and subtractso i have the box selected so i'm goingto try tosubtract the sphere from the box andi'll go ahead and add operandsWatch at: 13:00 / 13:20and i'm going to choose the sphere andthat'll just remove a chunk out of thisto the boxso really useful when you're uh near theend of modeling something and you knowyou know that you want to removeum one object from another it's a littledifficult to umWatch at: 13:20 / 13:40to modify the topology of this box onceyou have thisdone you get some strange artifactswhich we'll lookwe'll look at later so maybe i'll justgo ahead and copy it i'll just move thisoverand the basic copy and like instancingand referencingoperations i'm not going to be coveringWatch at: 13:40 / 14:00in this videoum again i'm going to assume that youwatch thecrash course video so please refer tothat for all the uh the basic likenavigation and standard operationsokay so um you guys can experiment withall the rest of these you know differentWatch at: 14:00 / 14:20object types you can create there's abunch of them great stairsyou know which are like really usefulwhen you're doing like architecturalscenes and stuffum there's doors there's all kinds ofstuff in hereand of course i have a bunch of pluginsso this is where youryou know objects for those particularplugins are going to show upokay so let's start taking a look atWatch at: 14:20 / 14:40some of the typical modifiers thatyou'll probably be using the mostfrequently when modelingvirtually anything using 3d studio maxsoi got a you know simple cube and ageosphere set up in my scene so we'regoing totoss on some modifiers on these guys andstart looking at theseso like i said there's five basicWatch at: 14:40 / 15:00modifiersthere's the edit poly modifier there'sthe chamfer modifierthere's the turbo smooth and mesh smoothmodifiersthere's the normal modifier and theshell right so those five modifierswe're gonna be taking a look atand later on in the tutorial here we'regoing to becreating a little architectural sceneWatch at: 15:00 / 15:20using basically those five modifiers tocreate everythingso um yeah let's jump in soi'll click on this cube here and in mylittle drop down hereobviously you know these are yourstandard parameters and you can changethe size of this cube here 30 by 30 by30and i can add edge segments if i want toWatch at: 15:20 / 15:40or i can do thatusing the edit poly modifier which iswhat we're going to look at nextso in my drop down list here and scrolldown to edit polyand pop that on edit poly modifier isdefinitelythe number one most used modifier uhin my opinion well that i use the mostfrequently rightWatch at: 15:40 / 16:00um it basically allows you to modifyyour geometry in any possible way thatyou can really think ofum so let's uh let's you know go throughsome of these some of these options hererightso in your selection drop down here youhavevert the vertex mode you have an edgemode you have borderWatch at: 16:00 / 16:19polygon which is basically the faces ofthe objectand element which is like the entireobject itself and sometimes objects areyou know created out of multiple umyou know pieces of geometry whichelement mode comes in handy forselecting certain things which we'lllook at laterWatch at: 16:19 / 16:40so in vertex mode if i click on vertex ican grab oneone of these and you know with yourq-w-e-r you canum move these around you know becausebasically like stretch the cube outum i can you know basically if i wantedto create like a wedge shapeum you know i could um do it a coupleWatch at: 16:40 / 17:00different ways i could select these twovertices hereand i can use the collapse tool andthat'll collapse it down to a singlepointsame thing here collapse you knowso that's pretty cool and obviouslybeing this is allparametric in the modifier stack i canif i don't want thati can right click and delete it uh youWatch at: 17:00 / 17:20know being that idid a couple operations i'll just do acouple undo'sanother way you can do that is if iwanted the wedge to be on a certainangle or something i could use targetweldand i can select this version and i canweld it to this onebasically just click and dragWatch at: 17:20 / 17:40cool so i got like a nice little wedgeshape going on there and that's reallyhelpfulfor modeling all kinds of stuff um youknow if you just want to get rid of someverticessimplify your mesh when we go further onin the tutorial when we model this chairwe model a littleeames chair we're gonna be uh you knowwelding together some vertices to smoothout our meshWatch at: 17:40 / 18:00it comes really in handy umand then if i click i'm going to go overto my geosphere here i'll show you acouple other little tools for the vertexso i toss in add a poly on here umclick on the vertex selection and selectmy vertexand i can grow my my selectionso you can see the selection is growingWatch at: 18:00 / 18:20outward the little points arehighlightingwhen i click grow and that allows me toyou know select multiple pointsin a given area alternatively i canselect on a vertex and then use softselection which is really helpful formodeling organic shapesand you can see that there's like thiscolor gradient that shows up on theWatch at: 18:20 / 18:40mesh wherever i select the particularverticesvertex and i can adjust the fall offyou know so i can kind of like do itthat way and then i canyou know start to pull these out like areally kind of a smooth wayyou know which is really pretty cool formodeling things likeWatch at: 18:40 / 19:00i don't know water droplets or rocks orwhatever you could really think of youknowbut it's not adding any geometry to itit's just manipulating it right it'sbecause you're editing theyou know uh topology of the theof the mesh itself okay so back into ourWatch at: 19:00 / 19:20cube hereum look at a couple other operations soum an edge modei could select uh you know certain edgesand i can do things likei can connect edges so i connect acouple edges therecool and i can also double click on anyedgeWatch at: 19:20 / 19:40or i can click on one edge and do a ringand it'll select all of the edges thatarecoplanar to that edge or that areyou know in the same xyzorientation as that edge i could do loopwhich will loop around the object andi'll create a loop thereWatch at: 19:40 / 20:00and then i can modify these edges likethat i could you knowof course double click on that edge andselect the whole ring the whole loopso that's cool umand then a couple things in the uh sothere's all sorts ofso there's all sorts of tools that youcould use um in the uhWatch at: 20:00 / 20:20edge mode um so you know feel free toexplore these there's all kindsof stuff in here and then the polygonmodewhich is used most frequently formodeling stuff so you can use theextrude tooland basically hover over any face andkind of click and drag out and you canextrudephases like thatWatch at: 20:20 / 20:40or you can you know select a faceand click on the little settings and youget this littledialog box that pops up and you cancontrolthe amount of extrusion more preciselyand you can also select multiple facesWatch at: 20:40 / 21:00of course andyou know extrude those out the in thesame waypretty neatand then there's the inset tool which ican select a faceand kind of go like this and click onthe littleinset settings and then i can insetWatch at: 21:00 / 21:20the face inward like that and they cancreate another face and i can extrudethat one in and make a littledepression a little concave shapewhich that's very helpful and thenthere'salso so let's say if i duplicate thisboxyou know rotate it 90 degrees orsomething you can turn on yourWatch at: 21:20 / 21:40angle snap toggle rotate that 90 oryou know just whatever you're doingwhatever you're modeling right and iwant to connect these two shapestogetherin your edit poly modifier you canattach a shapeto this object so you can attach i'llattach this onecool so now this is just one object nowif i click on edit face i can select anyWatch at: 21:40 / 22:00one of these facesso it makes it one object right andlet's say if i want toreally connect these two objectstogether what i can do is umyou know let's say if i want to connectthis face to that face i can select bothof these facesand use the bridge tool right herebridge thatand that's it and it creates a littlebridge section across themWatch at: 22:00 / 22:20so i can grab all of these vertices andkind of move them arounddo whatever i want that is onesolid mass and uhit becomes one shape okay so let's goahead and create another boxor you know what i could do is i'll justgrab this object here and i'llWatch at: 22:20 / 22:40uh drag i'll drag and holding shiftshift drag and create a copyand then in our modify tab i'll go aheadand just right click and delete thisedit poly modifier so we have a cubeum and then we'll toss on another editpolyactually you know we'll do is um i'llWatch at: 22:40 / 23:00show you the chamfer modifier next sothe chamfer meyer is number two in ourlist hereso chamfer modifier will has a couple ofdifferent operationsone is the quad chamfer which gives youa another segmentum within the chamfer itself and thisstandard chamferjust chamfers just the edgesum so you can adjust the amount that itWatch at: 23:00 / 23:20chamfers so if you want like ahard edged chamfer like that that'sthat's how you do that or if youcan add segments to give it a you knowcurved edgeso it's very similar to the chamfer boxin ourearlier in the tutorial we looked at butnow you havefull control over this box you know soWatch at: 23:20 / 23:40you canincrease or decrease the size and thelength of the box and whateveryou can add segments and the chamfermodifierbeing it's a parametric modifier willupdate your geometry accordinglyso set that back down to 30. so we havea perfect cubeum cool and if i want to uh chamfer justWatch at: 23:40 / 24:00one specific edge or a couple of edgesor whatever i could toss an edit polymodifier underneaththe chamfer modifier and i canselect uh particular edges so say if iwant justone edge it just transfers that one or ican selectyou know three edges or something so nowWatch at: 24:00 / 24:20just this edge just this just theseedges in particular are being affectedcooli'll go ahead and copy this over againi'll grab both of these modifiers and wecan right click well i'll grab just theWatch at: 24:20 / 24:40i'll just grab just the chamfer for nowand delete that oneturn off our edge mode here and nowwe'll look at theturbo smooth modifier which is somethingi use very frequently for modelingorganic shapes and i'llshow you what that does and i'll showyou what the difference is betweenchamferand using turbo smooth soWatch at: 24:40 / 25:00we'll toss on a turbo smooth modifierand i'll show what that does basicallyit kind of spherizesyour geometry in a particular way soit's kind of almost like a perfectsphere even though it's a little oblongso if we add segments to thisin the edit poly let's say if we go toWatch at: 25:00 / 25:20our edge tool and create a coupleuh loops so cut i'll go ahead andconnect this maybe we'll just do twoloops i'll spread the model a little bitclick okay and umyou know it will turn on our turbosmooth and see what that looks like soit kind of gives us like this umWatch at: 25:20 / 25:40uh cylindrical looking object rightand i can continue to turn that off andkind of continue working herei'll connect these onesand maybe connect this one too all theseonescool and turn out turn with smooth andWatch at: 25:40 / 26:00it kind of gives us a similar lookto the uh you know to the the chamferthe chamfer box let's see if i justselect all the edges there yeahso it's similar but it's a little bitit's a little bit less precisethan the chamfer however it's good formodelingmore organic looking shapes like thingsWatch at: 26:00 / 26:20like couch cushionsand pillows and stuff like that youwouldn't want to modyou wouldn't want to create a box likethis andchamfer it to make a like a pillow umit just it would just look odd becausethe surfaces arestill very hard um you know using aWatch at: 26:20 / 26:40smooth modifier allows you tohave a bit of more of a give to it alittle bit more of afluid um you know organic approach tocreating that kind of shape and then inour edit poly we canturn this off and i can go in the topview and i can go ahead and like maybeselect these vertices and move around aWatch at: 26:40 / 27:00little bitoops yep select theseand we'll kind of see what that does soi have still have my vertices selectedif i turn on my turbo smooth againi can uh you know just kind of start tosee how that is affectedso you can take it a step further let'ssay if you want to create like a littleWatch at: 27:00 / 27:20futon like it's a little cube futon kindof thing like a poofright you can uh use a couple differenttools you caneither use the soft selection and selectsome of thetop uh vertices or something and kind oflike puff them out a little bitor you can use another modifier umWatch at: 27:20 / 27:40you could use the ffd um three by threeby three or four by four by fourone of these guys here you grab one ofthese and basically just creates alittle cagearound your object and you can uh youknow you can click on this cage ordrop down and click on the controlpoints and you can start to select someof these little control pointsWatch at: 27:40 / 28:00and you can move them around and it kindof gives you like this pillow-likeeffectyou know that's pretty cool formod uh for creating really organic likereallystill pretty precise shapes okaynext modifier that we're going to lookat is the normal modifier so maybe i'llgrab one of these boxesWatch at: 28:00 / 28:20copy it over i'll delete everythingand maybe i'll scale this up to like a60 by 60 60 or somethingand i'll toss on another edit polymodifieri'll select these three faces and getrid of themand let's say i want to create some kindWatch at: 28:20 / 28:40of backdrop right a backdrop fora product or like um you know like ananimation or something you just want tohave like a flatbackdrop with like you know a floor andwalls or somethingum uh this it's it's pretty simple to dothat right so likeum rather than like creating separateyou know like uh you can you can alwaysWatch at: 28:40 / 29:00create a planeright and then you can create a box orsomething and that'll be yourum this will be your wall this will beyour floor or something you knowreally simple way to do is just tocreate a box and then you can use thenormal modifier to flip the normalsrightso these black faces are technically theback sides of the faces becauseall the faces and max have one sideWatch at: 29:00 / 29:20right so these are your back facingfacesso those are probably not going torender properly unless you have adouble-sided materialbut it's in good practice to always justflip your normals and make sure whateverthe camera seesis the front face of the object rightor else you might start to get artifactsWatch at: 29:20 / 29:40and stuff in your renderso what you could do is toss on a normalmodifier and that's automatically goingto flip the normals right so you canchoose to flip the normalsand you can choose them to unify thenormalsas wellyeah so you can go ahead and flip theWatch at: 29:40 / 30:00normals thereand there you go so now like whatever sowhat we're currently seeing is the frontface right so basically you took whatwas inside the box the interfaces andyoumade them the outer faces that are youknow that you can use as a backdrop nowso that's pretty easy to do when you'remodeling you know an architectural sceneWatch at: 30:00 / 30:20or somethingthat has floors and walls and stuff youcan quickly create like aa box remove whatever faces you don'tneedand uh you know do it that way which ispretty coolanother way you can use the normalmodifier islet's say for instance um you know i'llget rid of my old edit polyWatch at: 30:20 / 30:40so now we just have back faces on theoutside righti can right click on this cube objectpropertiesand uh i could choose backface callso now i see what's inside the box rightand the back faces are currently facingoutward because we flipped the normalsWatch at: 30:40 / 31:00but we're seeing inside the box now sonowif we stuck a camera inside of this boxand a lightit would look like sort of like anarchitectural scene right it would looklike a littleroom um so that's another way you canyou know use the the power ofthe normal modifier to uh to optimizeWatch at: 31:00 / 31:20your geometry optimize your sceneso you don't have too many faces rightcool and then the last modifier we'regoing to look atis the shell modifier so let's say iwant to you know copy this guy overand i want to give let's say if i wantWatch at: 31:20 / 31:40to give these uhfaces a thickness rightwhat i could do is drop down it can evenget rid of my normal modifier we don'treally need that anymorebecause what the shell modifier is goingto dotoss on the shell modifier is give athickness to theseWatch at: 31:40 / 32:00faces right so it basically allows us toextrude these faces out and it's goingto do it based on the normalum outward facingvector direction um of the of the facethat isthat's being extruded so that's why weget these strange littleum you know curved uh or slantedWatch at: 32:00 / 32:20surfaces here in thisparticular mesh but no worries we couldalways scroll down here at the bottom ofthe stack and you can seeour bottom of the rollout you can seestraightened cornersso i'll toss that guy on at the bottomthereand that allows us to extrude out thefaces and shell thisshape perfectly so let's say it's kindWatch at: 32:20 / 32:39of like a big cube now with asmall chunk tank taken out of it and ican extrude this one in twonow for fun before we start modelingsome you knowarchitectural stuff and you know reallygetting into uh how to model actualobjects right just for fun i'm going toWatch at: 32:39 / 33:00show you a couple of fun things youcould do withyou know some of the more advancedcom compound objects so uhyou know let's say i'm going to take acouple geospheres we'll copy them aroundscale them up a little bit and we canlink them togetherWatch at: 33:00 / 33:20create like a little like moleculelooking thing what we're going to dois in our compound objects i'll create ablob meshand i'll stick that somewhere on myscene andunder the modify tab here i canpick whatever objects i want to add toWatch at: 33:20 / 33:39the bloband basically what that's going to do iscreateone unified mass forwhatever objects i feed it so i cancontrol the sort of like sizeof the little blob voxels umWatch at: 33:39 / 34:00that it's feedingi can adjust the tensionthat's pretty cool and what i can do islike you knowvertex weld this optimize it a littlebitand get rid of the floating vertices andWatch at: 34:00 / 34:20i canmaybe relax it use a relaxed modifieri'll kind of show you what that doesso these modifiers do different things ican crank that up a little bitand if i turn off my edge faces you cansee how smooth that looksso it's kind of like this clay blob balllooking thingWatch at: 34:20 / 34:40so under my geospheres if i can go backand i can selectmy geospheres and i can move thesearound and the blob mesh will update inreal timeso this is pretty cool for doing like uhclose-up shots of water droplets orsomethingyou know if you use p flow or thai flowtoWatch at: 34:40 / 35:00create like a little um you knowparticle simulation ofrain or water or something you can use ablob meshuh object like this or you knowtie flow has the tie measure modifierthat you can use the time measure objectthat you can use to uh to mesh yourparticlesuh as part of a simulation which isWatch at: 35:00 / 35:20pretty coolso that's just another little tip thatyou could use to model like certainthingsit's not useful for everything but justkind of depends on what you're trying tomakecool get rid of that i'll turn on myedge faces againand so those are the five uh likeWatch at: 35:20 / 35:40fundamentalmodifiers that i use frequently editpolychamfer turbo smooth and mesh smootheryou know it could be usedyou know um for similar situations umthe normal modifier and shell um sowe're going to be using all five ofthose modifiers to create some stuffso uh let me clear out my scene andWatch at: 35:40 / 36:00we'll uh we'll get ready and we'll jumpinto uh the rest of the tutorialokay so i cleared up my scene and beforewe jump into modeling things real quicki just want to show you a coupleexamples of some architecturalvisualization stuff that i'vedone uh recently and in the pastWatch at: 36:00 / 36:20so again all these assets were modeledfrom very basic primitive shapes like welooked atpreviously you know you can get like aprettyfine amount of detail and resolution onthe geometry itself and then take careof the rest withtextures and correct lighting um youWatch at: 36:20 / 36:40know for so these scenes areare pretty minimal they're prettythey're pretty simple to buildyou know and uh doing something likethis of course that over the process ofworking with the client to make theserenderingsthere's a lot of iteration involvedhowever like if you set up your sceneproperly and you utilizeWatch at: 36:40 / 37:00you know the the most fundamental rawshapes you possibly can and make itkeep everything parametric where youhave like a pretty uhyou know efficient non-destructiveworkflow with your geometryyou know you can make your life a wholelot easier if you just know how to modelthings correctlyso these are just a couple images thatWatch at: 37:00 / 37:20have done for a particular project thatuhum you know the client itself is a umquartz and concrete manufacturer so theydid do like architecturalfinishes and this is anotherproduct shot for a leather company sothey did custom leatherWatch at: 37:20 / 37:40upholstery and architectural detailslike wall panels and stuffso a bunch of details packed into theseimages these are not thethese are not the highest resolutionimages butyou know stuff like this is uh you knowpretty pretty simple to to create allthis geometryso i just want to show you a coupleWatch at: 37:40 / 38:00examples of that kind of stuff and ofcourse on my website there's a bunch ofarchitectural visualization projectsthat we've done in the past as wellso feel free to pop over here and take alookokay so back into max umlet's uh let's start modeling some stuffso todayWatch at: 38:00 / 38:20what we're going to be doing is we'regoing to be modeling this like eameschair it's actually the exact same chairthat i'm currently sitting onand we're going to be doing a like abeer bottleand maybe some kind of table and i don'treally have a reference to the tablewe're just going tokind of wing it for the table and seewhat happens so there's a coupledifferent ways of modeling things andWatch at: 38:20 / 38:40max a couple different ways you couldthink about itone way is like once you get good enoughumwell i guess i mean if you're if you'rejust kind of cruisingthrough modeling something you could uhmodel just kind of eyeball itand have find like a reference photo anduh and have it like pulled up on thescreen and kind of go back and forth andmodel it um sometimes you don't haveWatch at: 38:40 / 39:00like a direct reference to the drawingsand the client will likeshow you a picture of like you know iwant this chair and you just can't finda reference to the chair or whateverthat that happens prettyfrequently um and you kind of just haveto wing it you kind of have to just likeyou know make it match the proportionsof the human scale if it's a furniturepiece orWatch at: 39:00 / 39:20some kind of acid like an object or uhaccoutrement in the scene or somethingyou know like a particular vase orwhateverand sometimes you just kind of have towing it but sometimes you have referencephotos like thesethese are pretty good reference photosthey're notorthographic they're not per you knowlike perfectly straight onas far as the camera shot is concernedbut they'll work for us soWatch at: 39:20 / 39:40we'll bring them into our scene so firstthing we're going to do is umhere's standard primitives uh we'll goin our front viewand we'll just create a planei'm not really going to concern myselfwith the scale of it for now we canalways scale ourobject later and what i can do isWatch at: 39:40 / 40:00instead of wireframing default shadingand what i might do is uh in ourhierarchyeffect pivot only and i'm going to turnon our snapsand you can right click on that and gotoend point just make sure endpoint isselected that's good enoughand we'll grab our gizmo here and we'llWatch at: 40:00 / 40:20just put it in the corner therethat way we could just center this outit's not really important i just wantedto show you that you can do thatand we'll go ahead and just remove allthe segments of this planeand this is just going to be thebackdrop this is going to be like whatwe're going to beWatch at: 40:20 / 40:40using to check uh for our reference sofor like a material here we'll just namethis chairuh chair backgroundin a diffuse panel again to pull upmaterials you can click this littlematerial editor hereor type m and i'll bring that upWatch at: 40:40 / 41:00so our material our diffuse channel i'llclick on this little box therei'll choose bitmapand we'll go ahead and choose ouruh eames chair which you could use anychairi just pulled that chair picture off ofuh google you knowgoogle search i just uh like a basicWatch at: 41:00 / 41:20ames chairum and we'll uh apply thatmaterial you know you can either dragand drop this this the little spherehere onto yourscene and uh it's shaded or with yourplane selected you can hit this littleassign material to selection buttonWatch at: 41:20 / 41:40okay we don't need this for now so we'llclose that out and you can tell thatum the chair is a little bit uh stretchtool what we could do is maybe just evenstretch this i'll turn off mytoggle snaps and we'll kind of scalethat and it looks pretty goodand maybe for human scale what we coulddo is uh in our create tabWatch at: 41:40 / 42:00under systems go to bipedand we could just stick a biped in oursceneand we won't worry about the scale forright now i just want to like maybe usethat for reference later for the scaleof this chairWatch at: 42:00 / 42:20and you know what we'll do is we'll puthim on another layername it dudei'll hide him for now i don't need needhim for right now as we're as we'remodeling stuffum okay so with this chair um actuallyi'lli'll show you what the chair looks likeWatch at: 42:20 / 42:40this is the chair rightso basically it's a flat surfaceum that's you know kind of concaveand has a you know some geometric umyou know complexity to it sohow we go about modeling this chair wellWatch at: 42:40 / 43:00there's a couple different waysfirst way is um you know you could likecreate a box and then start extrudingstuff out and try to like modify the boxas best you can or whateverbut we're going to do with a plane whichis a simple planeso i'm just going to create a plane inplan viewjust kind of like andWatch at: 43:00 / 43:20you know i'm going to set up my layerhere i'll call this chairset that to current with a littlehighlighted bluestack there and i'm gonna create a planeand i'll stick it somewhere in my scenesay about thereWatch at: 43:20 / 43:40okayand i'll turn on edge faces so you cansee the edge thereand kind of just line it up and i againthis this is not a perfectlyorthographicimage so it's it's notgoing to be a perfect reference but it'sWatch at: 43:40 / 44:00something to get us startedand eventually we'll kind of just moveit out of the way and and work at it inafree-form way so i got my plane set uphereand i'm going to go ahead and toss anedit poly modifier like we worked withbefore i'll turn on edgefaces i'll grab that edge and i'm goingto hold shiftand i'm going to drag that edge upWatch at: 44:00 / 44:20okay and that's pretty much going to bethe back of itback of the chair rightand the chair obviously isn't perfectlyyou know 90 degrees or anything so i'mgoing to angle it back a little bit likethatand all that stuff we can adjust laterWatch at: 44:20 / 44:40i'm gonna go ahead and pull my chairout a little bit and now we can startmodifying this little flat plane hereand uh giving it a little bit ofdefinitionso what i'm gonna do is i'm gonna tosson another edit poly so that way we canalways comecome back to this in case we mess up orwe want to change something with theWatch at: 44:40 / 45:00base mesh so i'll toss in another out ofpolyand then what i'm going to do is um youknow i'm going to go in here and selectthethree edges here and i'll do a connectand i'm gonna connect it like threetimesi think that'd be good enoughWatch at: 45:00 / 45:20and the same thing for these for thisoneokay and i'm going to select these edgeshereactually notWatch at: 45:20 / 45:40okay so i'm going to toss on anotheredit polymodifier on this object just so we cango back to this in case weeither mess up or we want to modify thebase mesh later or somethingso we can do things in a procedural wayWatch at: 45:40 / 46:00like this so i'm going to go to our edgetool here our edge selectionselect all of these three edges and i'mgoing to connect themi'll just connect them twiceagain just keep it as simple as possibleat firstsame thing here i'm going to connectthese ones twice andWatch at: 46:00 / 46:20i'll connect these ones twice as wellcool so that gives us something to workwith rightand then what we can do is umyou know we could start to startmodifying this a little bit maybe pushthese downWatch at: 46:20 / 46:40you know grab the uh the edges heremaybe like uh you know modify this one alittle bit comes up like thatyou know push this one down a little bitpush these two back a little bit go inour side viewstart to like adjust the definition ofWatch at: 46:40 / 47:00the chaira little bitokayWatch at: 47:00 / 47:20and what i might do is umselect my vertex vertices herei might grab these four vertices and imight do like aWatch at: 47:20 / 47:40okay so we got a little bit ofdefinition going on there which ispretty cooland what i might do is umselect the vertices here versus tool andi'll cutfrom here to hereWatch at: 47:40 / 48:00okay and i'll do another cutfrom here to hereokay and i'll cut these two but downhere as wellagain always just keeping in mind youwant tomaintain the simplest version of theWatch at: 48:00 / 48:20object that you're trying to model soi'm gonna go ahead and delete thesefaces because they're no longer neededokay and then i can start manipulatingthe chair a little bit to kind ofmatch the overall profile of the chairWatch at: 48:20 / 48:40so what i can do is right click on thechairobject properties and i'll go seethrough so we can kind of see the chaira little bit moreand what i could do is like startshrinking the stuff up so i canshrink these in a little bit grab theseones and shrink them inWatch at: 48:40 / 49:00you knowit doesn't have to be perfect just hasto be convincing you knowand there's another way you could dothis you could use the symmetry modifierwhich we'll take a look at in a minuteWatch at: 49:00 / 49:20herewhich could help you be a little bitmore precise with some of this stuffso i'm going to grab these two verticesas well andmaybe just adjust them a little bit tokind of give a little bit moredefinition to the sides there that'slooking pretty good it's looking like itmight workWatch at: 49:20 / 49:40okay so from here we could toss on aturbo well we can go ahead andright-click andmake this not see-through again and wecan toss on a terrible smooth modifierand start to see how this is lookingWatch at: 49:40 / 50:00it's starting to look pretty clean we'vegot an issue herelet's go and check this vertice vertex imeanokay so this vertex is not welded forwhatever reason it didn't weld properlyso i'm going to grabjust uh control or sorry i'll uh fenceWatch at: 50:00 / 50:20selectthose vertices because there's two therethat weren't uh connected and i'll justcollapse thoseand then if we turn on our turbo smoothagain that should be nice and cleannice and cleaned up for us so that'slooking pretty good there's maybe alittle bit more definition to the topthereto the top edgesWatch at: 50:20 / 50:40and maybe the bottom as well so we canmaybe modify this a little bit maybe adda couple more segments what we can do isumwe can cut this againmaybe we'll cut it to the edges thereWatch at: 50:40 / 51:00and what we could do is um turn on oursnaps and gouh midpointactually that's what i should have donebefore okay let's do thatlet's do it the right way so in ourangle snaps we'llmake sure midpoint and end point areWatch at: 51:00 / 51:20selectedand go to cut i cut from this vertexto the midpoint of that faceagain this vertex to the midpoint ofthat faceyep and we'll do the same thing up herei mean for like uh right here somethingWatch at: 51:20 / 51:40we'll kind of mess around with this alittle bitso cut midpoint to theface right there same thing herecool so turn off my snap toggle we don'tneed thoseand i'll go back in this view and thenkind ofWatch at: 51:40 / 52:00modify this just a little bitand just give it a little bit moredefinition up thereand same thing down here kind of pushthis forward a little bitWatch at: 52:00 / 52:20and grab these guys just want to makesure all this stuff makes sensecool so that should give us a prettydecentWatch at: 52:20 / 52:40base to work from for this chair we canalways modify it a little bit as we gobut that's uh that's looking like itmight be pretty good in our turbo smoothhereso that's given us a pretty decentresolution it feels like it's prettynatural with this hair that i'mcurrently sitting oni mean obviously you're not going toprobably have a direct reference to theWatch at: 52:40 / 53:00physical object in yourin your real world environment rightbut um you know just from photographs ifyou do if i did have like aside view of this photograph um it'd bedefinitely more helpful i can match itup just like we did with the back viewlike thatwith the front view but i don't so we'rejust to have to kind of goWatch at: 53:00 / 53:20wing it a little bit so i can go backthrough and grab these verticesturn on my turbo smooth again and i cankind of just modify this stuff until itmakes senseyou know and i'm going to assume thebottom is pretty accurate so i'm justWatch at: 53:20 / 53:40going to kind of leave it at this fornowokay i did i was able to find a sideview of this chairwhich is looking pretty close to what wehave but maybe we canadd a little bit more curvy definitionWatch at: 53:40 / 54:00to it to our chair sobecause right now it's looking prettyflat up topso what i might do is umyou can add some edge loops so i'll tossin another edit poly modifier hereand maybe i'll grabWatch at: 54:00 / 54:20this edge and we'll do loopi'll do a ringring and i'll go ahead and selectoops fence select these verticesWatch at: 54:20 / 54:40and we're going to try to connect theseonesand we'll just connect it oncejust by looking at that photo thatshould probably work maybe we'll umWatch at: 54:40 / 55:00put about thereand so for the most part these facesare going to be pulled out a little bitto give it a little bit more definitionup topWatch at: 55:00 / 55:20along with this onego ahead and modify some of these vertexWatch at: 55:20 / 55:40vertices tokind of match what we're doingi'll grab some of these ones up here andi'll pull them backkind of give that back curvingdefinition thereWatch at: 55:40 / 56:00okay now we have our base mesh kind ofuh looking pretty goodum i'm gonna leave that turbo smooth onand i think what we'll do is umWatch at: 56:00 / 56:20Watch at: 56:20 / 56:40okay now that we have our base mess sortof set up mean there's a few tweaks youcould probably make to it hereyou know to kind of get it to have alittle bit more umcurvy appeal we can come back and modifythis stuff a little bit later onWatch at: 56:40 / 57:00so now we have this kind of started whati'll do is umyou know keep my turbo smooth modifierwell i'll before we turn that on i'lltell me i'll toss in another out of polyhereand i'm going to do is i'm going to grabthe entire ringof uh edges around the entire chair so iWatch at: 57:00 / 57:20could double click on that and grab thewhole thingand what i'm going to do is there is abit of a lip to these chairsum you can kind of tell in some of thesethey kind of go backwards a little bitso what i'm going to do is kind ofreplicate that just by pulling some ofthe verticesout or sorry pulling some of thesurfaces outso i'm going to just like uh hold shiftWatch at: 57:20 / 57:40and drag those out and make a copy ofthemand i might uh scale them up a littlebit and i'll just kind of like pull themdownokay so now that i've kind of stretchedthese out a little bit umWatch at: 57:40 / 58:00you know we could toss on a turbo smoothand see how it's starting to lookso it's looking pretty convincing wehave a little lip on theedge there i could probably tweak it alittle bit more make it a little bitmore like realisticbecause at the top you don't really seethe not really supposed to see that uhoverlap but on the bottom it'sdefinitely definitely getting therethat's definitely what we want to haveWatch at: 58:00 / 58:20happen in the bottom thereso i'll turn my turbo smooth off for nowand what i might do is just deselectmaybe like these faces and i'll kind ofjust likeangle these ones up a little bit just togive like alittle bit of a gap a little bit of a aa ledge thereWatch at: 58:20 / 58:40see how that lookspull it back a little bit morethat's looking pretty goodagain it doesn't have to be perfect imean for the sake of this tutorialwe're going to we'll get it as close aswe can but you know in reality it's uhWatch at: 58:40 / 59:00you know it's it's going to take a bitmore tweaking for to do this for realokay cooland get a little tiny bit moredefinition thereyeah all right greatWatch at: 59:00 / 59:20so now we have that set up we will uh goahead andunderneath our turbosmooth we'll add ashell modifierto give it a thickness that's too muchthicknessand maybe we'll just do the outer oryeah we'll do the outer amountWatch at: 59:20 / 59:40so you see what's happening there giveit a little bit of a thickness there somaybe we'll do like uhi don't know almost a centimeterthat'd be pretty pretty realisticso that's good now with our turbo smoothat the top of the stack we could alwaysWatch at: 59:40 / 01:00:00add moreiterations make it nice and smooth so weturn off our edge facesthere we go a perfect little eames chairbasepretty easy right just modeled from thefrom a single silfrom a single planeWatch at: 01:00:00 / 01:00:20okay now from here what we could do aswe start taking a look at the legsso we'll quickly model the legs we'renot going to model all the littledetailsum now that you guys are pretty familiarwith themethod of doing that you guys can fillin little details but i'll just modelthe legs i'll show you how that's doneso we go on the top view create aWatch at: 01:00:20 / 01:00:40cylindermaybe we'll have the cylinder come fromsomewhere about hereand we'll kind of just drop that downwhat i'm going to do is uh maybe set thesegments to like 10remove the height segments and we'llkind of just likeyeah just pull this down a little bitWatch at: 01:00:40 / 01:01:00okay i'll go ahead oopsgo ahead and angle about 15 degrees ordo itand i'll adjust my height to be abouttherepull our seat down a little bitWatch at: 01:01:00 / 01:01:20okay so it's pretty good and then whatwe'll do is uh we'll toss ina uh edit poly modifier i guess beforewe do this we'llkind of angle thisin this direction as well so let's sayfor instance it's amaybe a 45 degree angle or somethingWatch at: 01:01:20 / 01:01:40these don't really stick too far outfrom theunderside of the chairso about there would do itWatch at: 01:01:40 / 01:02:00and already probably i'll grab the edgesand i'll goconnect create one edge loop in themiddleand then what we'll do isi'll grab i'll just do control a andthenhold alt and deselect the center spheresand i'll kind of just like scale thesedownWatch at: 01:02:00 / 01:02:20a little biti can grab the centerand scale that up a little bit so thatyou can see the tapering that happeningtherecoolWatch at: 01:02:20 / 01:02:40and then from here what we could do isi'll toss on another add a poly modifiergrab my vertices i'll select these onesandand we can select these ones as well andwe can align them on the zoops i meanWatch at: 01:02:40 / 01:03:00i could do is grab these vertices herethe top and bottomand then go my top view and i can go uhview align what that's going to do isthat's going to flatokay so i can grab my bottom verticeshere and i can gothere's a couple different ways you canalign it to like make theWatch at: 01:03:00 / 01:03:20vertices flat on the same plane um soi don't know the quickest way to do itis from here we'll just do a griddlelineand that'll just align it to the grid soyou can tell it's nice and perfectlyflatit works and then maybe these ones sowe'll uh you know go up in the top viewand go view alignand that'll just align those to the makeWatch at: 01:03:20 / 01:03:40planar to that particular viewat the topcool go ahead and turn on our edge facesagainand in the same edit poly we'll go edgeand i'll put in an edge loop herei'll just connect this and i'll uh oopsWatch at: 01:03:40 / 01:04:00drag this up kind of put the edge loopright at the top thereactually you know what instead of doingthat we'll do the bottom one firstto connect and we'll put the edge prettyclose to the bottom thereWatch at: 01:04:00 / 01:04:19nice what i'm going to do is i'm goingto duplicate thisclone as a copyand we're going to make the top cap sograb thisand we'll connect these and we're goingto make the cap as a separate elementWatch at: 01:04:19 / 01:04:40so maybe all that there would be goodand i'll grab my facesand just select all the faces besidesthe top cap and just delete thosethat'll leave us with this little cap atthe topand in our hierarchy tab i can go effectpivot onlycenter to object and i canWatch at: 01:04:40 / 01:05:00reset the transformcooland then from here what i could do is doa little shell modifierand it'll give me the little top capturn off straighten corners and thereWatch at: 01:05:00 / 01:05:19you go you got a perfect little capthereand you can like you know fiddle aroundwith this and adjust it as youas you need to you know maybe have itmake it go all the way up into the chairso in our edit poly we can turn off ourshelf for nowgrab the top face and go localand we can pull that up and adjust it asWatch at: 01:05:19 / 01:05:40we need togod damn itokay so now on these chairs itself onWatch at: 01:05:40 / 01:06:00the chairs in real life there is apiece of metal that actually connects tothe base of the chairand uh it curves up and does this littlecurve thing so if we have time we'll uhfill in that detail later onbut we're getting pretty close tofinalizing our chair here or the withthe legso what i'll do is i'll toss on a turbosmooth modifier and we'll basically beWatch at: 01:06:00 / 01:06:19done with this leg and we'll copy itaroundso i'll toss in a turbo smoothoops one thing i forgot to do is iforgot to put an edge loop at the topthereso go and connectthat should be goodperfect now we got a pretty nice lookingWatch at: 01:06:19 / 01:06:40umyou know bottom here and we can alwayscome back and adjust that later to makea little bit more cleanbut depending on the scale or justdepending on the proximity of yourcamera to this object you might not seeall those detailsso i could do is just move this down alittle bitWatch at: 01:06:40 / 01:07:00take my chair leg and i'll group thatand we can copy this over as an instanceand i'll go ahead and mirror that in thex-axisWatch at: 01:07:00 / 01:07:19i'm gonna just put it over herei'll do the same thing for the back legsinstanceand we'll copy it and mirror it on they-axisi'll put about there for now and see howit looksWatch at: 01:07:19 / 01:07:40cool it looks like it's almost thereobviously like thesethese parts would have to be extrudeddown a little bit we'd have to modelthese littlemetal components and stuffto enhance the realism a little bit soWatch at: 01:07:40 / 01:08:00after we turbo smooth this we couldmaybereduce the iterations to oneWatch at: 01:08:00 / 01:08:20Watch at: 01:08:20 / 01:08:40okay and my mic cut out for a fewWatch at: 01:08:40 / 01:09:00minutes there so uh we'll pick upso we finish up with the chair um so i'mjust going tomove this over to the side here we'lltake a look at that a little bit lateronright now we're just going to go aheadand create our table and i think whati'm going to do with the table is justWatch at: 01:09:00 / 01:09:20something simpleso under extended primitives i'm justgoing to create a hedraand i'll stick this on my zero layerherecreate something like that i'm going tomove this upand we'll toss on an edit poly modifierWatch at: 01:09:20 / 01:09:40on that guyselect polygons i'm just going to selectall the polygonsand we'll do an extrude by polygonand i'll just extrude all the faces outlike thati kind of see how that's starting tolook and that lookspretty goodWatch at: 01:09:40 / 01:10:00something like that and then what icould do is maybe scale all these facesinwardlike that and then i'll grab my vertexvertices grab the top and the bottomvertices and i'll just align this to theWatch at: 01:10:00 / 01:10:20zplane oops do one at a time herealign those to the z plane align theseto the z planecool and then there's some overlappinggoing on so i'm going to grab mythe inner vertices there theinterfacing vertices of this littleWatch at: 01:10:20 / 01:10:40table leg setup thing some kind of spaceage looking design i'm not really surewhat the point is here but you know heyit's it's going to be a table it's goingto look greatgotta have faith in your own creationsokay so i'm going to scale those in alittle bit so to make them kind of likeWatch at: 01:10:40 / 01:11:00planarabout there looks pretty good all righti'll just kind of move this down alittle bitawesome and i'll turn this 45 degrees inthe top viewand we'll go ahead and create like aWatch at: 01:11:00 / 01:11:20splinea creative rectangle and i'll just stickthe table top in here like thisyeah i'll disable enable and render andviewportand then we'll grab both of these andi'm just going to zero these outlike that and then i'll move this upWatch at: 01:11:20 / 01:11:40into place something like that should begoodand then in the rectangle um you know wecould do this a couple different ways toadd maybe like a corner radiusso i can add i can have the cornerradius here like that it gives me like alittle bit of a radius thereor if i wanted to have a little bit moreWatch at: 01:11:40 / 01:12:00detailed control i can right clickwith the rectangle selected right clickand go to convert editable splineand then i can grab my vertices and justgrab all of themand then i can scroll down hereand under fill it you can just add aWatch at: 01:12:00 / 01:12:20little bit of affiliate to that so it'sthe same thing as the corner radius andtherectangle tool but we just have a littlebit more control over the individualfor verticesso that's cool and then we'll just add ashellyeah it looks pretty good okay so we gotWatch at: 01:12:20 / 01:12:40our table we got our chair and then nowwe'll do like a bottle we'll do like abottle of beer how about thatsorry to have this plane set up here umso let's go ahead and uhi'll trace this oopscool default shadingWatch at: 01:12:40 / 01:13:00and move this up just a little bit hereokayand then uh the way we're gonna do abottle it's thebottles and vases and stuff like thatit's pretty simplewe're just going to create the profileof theobject itself and then we're going touse the lathe modifier to basicallyWatch at: 01:13:00 / 01:13:20revolve the profile aroundand make our object pretty pretty easilyso i'll just go ahead anddo corner and corner and we'll add insome phillips laterso i'm saying the middle of the bottleis about thereso if i hold shift it'll snap to the uhyou know the x and yWatch at: 01:13:20 / 01:13:40and this will be pretty simple so we'lljust go let's drag this up like thatit will have one here and we'll add onethereand uh you know just create this assimple as possiblegive it a little bit of a lip there andmaybe another one hereWatch at: 01:13:40 / 01:14:00coolthen what we could do is i could justget rid of this guy for nowi could turn off my grid by hitting gand i can just go in here and kind oflike fiddle around with the umturn on my selection till the vertexWatch at: 01:14:00 / 01:14:20mode with the uhfilleting so i can fill some of theseedgesso i can grab my fillet tool and i canjust kind of draw on some filletsgrab both of these and fill it that likethatWatch at: 01:14:20 / 01:14:40same thing here maybethat should be good and then we're goingto have to do is umyou know with our vertex mode selectedwe want to get rid of some of theseum you know overlapping vertices there'sthere's a way you can umauto weld those but sometimes it doesn'tWatch at: 01:14:40 / 01:15:00really workso the best way to do is to just do fuseandweld and that will basically take thatvertices make it onevertex so i'm going to do the same thinghere fuse weldso there's a couple of those locations ithink we gotjust the two that were important hereWatch at: 01:15:00 / 01:15:20okay cool and now that we have ourprofile done what i'm going to do iswe're going to have to do this anyway inour hierarchyeffect pivot only and we're going tomove thisturn on our snaps make sure endpoint isselectedand just going to move that and stickWatch at: 01:15:20 / 01:15:40that at the bottom of the profilecool and then now the fun partis we'll just go ahead and toss on alathe modifierand instant bottle there you go doneand of course you can go back and youcan modify this stuff like ifyou don't want the mouth that shallowWatch at: 01:15:40 / 01:16:00just grab this and kind of like pullthis back a little bitthere you go nice and then for renderingpurposes being that the inside faces arestill back facedwhat we could do is we could shell thisWatch at: 01:16:00 / 01:16:20and give it like a little bit of athickness theresomething like that might be cool niceeasy bottle okay i could scale this downgive it a different color maybeand put this on top of our tableWatch at: 01:16:20 / 01:16:40cool nice so we have all our componentsdoneone thing we could do is you knowthere's a variation of this chair that'slike more of a wireframeWatch at: 01:16:40 / 01:17:00so maybe we can like modify the uh justyou guys are aware of this isa possibility um turn on the edge facesif i open up this group i can selectthis surface hereand with the turbo surge selected i'llgo ahead and delete theshell because we're not going to needthat and we'll go ahead and make thewireframe version of this chair sheetWatch at: 01:17:00 / 01:17:20so i'll go edit polyin our edge mode i'll just select allthe edges and i can use this createshape tooland that's going to do is basicallycreate splines out of theout of the edges of that object so nowwhat i could do is i could justdelete the original mesh and i'm leftWatch at: 01:17:20 / 01:17:40with the edges that we just createdi can enable these in viewport andrenderand i can scale them down a little bitneat so now we have like the wireframeversion so if your client wanted thatversion there you gopretty simple what i can do is umclose this group i can select thatWatch at: 01:17:40 / 01:18:00and then go attach to group and selectthat group and there you gosweet okay so we'll go ahead and rotatethis maybe and kind of like set up alittleset up a little sceneWatch at: 01:18:00 / 01:18:20now let's take it stick this guy here orsomethingnice and i already set up a littlecamerakind of start to see how that's lookingso that's looking pretty cool rightso in the future tutorial i'm going todo a umWatch at: 01:18:20 / 01:18:40you know basic lighting and camera setupand stuff like thatfor you know photo realistic renderingand we'll apply some materials maybe tothis scene maybe to something elseuh but we might as well continue withthis scene now we have it you knowprettygo looking pretty good so far um maybewe'll add a little bit more detail tothese chairs and stuff but umyou know otherwise it's just lookingWatch at: 01:18:40 / 01:19:00pretty good you can add like maybe avase or the flower and a book orsomething here oryou know pair of eyeglasses or somethingyou know just some stuff to spice up thescene a little bitand then maybe like in the background wecould do uhyou know some wood flooring and the uhlike a you know plaster wall or whateverand have some lightshining in and make the scene lookpretty realistic so it's already gettingWatch at: 01:19:00 / 01:19:20thereum one last thing i already have i setup my dude a littlebiped guy and what you could do here isumwireframe i'll just grab the littlepivot there andmaybe move him into place a little bitmore there you goneat so i mean this this isWatch at: 01:19:20 / 01:19:40pretty simple to kind ofyou know model the biped and do whateveryou want with themin the uh future video i'm going to do abasics of animationso we're going to be covering what youcould do with the biped adding someanimation to themand of course a bunch of other you knowanimation conceptsWatch at: 01:19:40 / 01:20:00that you could do with macs which ispretty fun so i'm looking forward tothatum yeah so that is basically the extentof this uh3d modeling uh tutorialso i hope you guys like learn somethingabout the fundamentals of modelingjust basic geometry from photographs orfrom just objects that you have aroundWatch at: 01:20:00 / 01:20:20youryour house or or um you know just stufffrom like how to model stuff fromreference yeah so i hope you guysenjoyed the tutorial um if you have anyquestionsor comments please leave them in thecomments section belowum interested to hear your thoughts onthis andif you like the tutorial please hit thelike button and subscribe for moreuh coming up in this sort of like introWatch at: 01:20:20 / 01:20:40level uhseries that i'm doing here um againthank you so much for watching and uhwe'll see you soon bye

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  1. This is so helpful! I have been following along step by step, pausing every few seconds. I'm completely new and this is so easy to listen to! You are a great teacher, I'm so happy!!

  2. Thank you. I am having some really weird problem 🙁 I've lost "grid view" in perspective view (restart or "g" key won't work). Maybe you know how to solve this problem?

  3. V nice video sir, you are great 3D Studio Max teacher sir I am very impressed I am watching this video please tell how can I learn 3D Studio Max modelling a very quickly please Guide,,,,,, thanks

  4. Hello brother. I am handy with Maya. Thought of learning 3Ds Max as it is used in many industries. And I changed my shortcuts in 3Ds max with my Maya shortcuts. Do I get confused with your future tutorials? For me is it better to change shortcuts or leave them to default?

  5. OH MY GOD!! THIS IS SO MINDBLOWING!! i've received 3ds max lecture in college but seeing this, i think i really missed out on a lot of basic stuff. Thank you very muuuch 😀

  6. Been working with Max as an exhibition designer for about 7 years now and I still picked up a few little tricks from this video, so thanks for that. Never had the time to model a chair (we download them for time saving purposes), but it was interesting to see the process. Will come in handy at some point I’m sure. Great video!

  7. Thank you for this!
    As a "self taught" blender-user I have issues finding my way in 3ds.
    Really can't understand how Autodesk is so bad at doing user friendly programs, learning curve is massive. (CAD-user 10 years ago, max looks much like it even today)

  8. I've been searching hours for a good 3ds max tutorial, I need to have a 5 story tower rendered for tomorrow lol
    Your vids saved me, thanks much. Cheers


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