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

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Watch video at 00:00
[Music]
hey everyone this is kyle
with simulation lab here in brooklyn new
york
and this video is titled how to 3d model
anything with 3d studio max
that's morgan it's my girlfriend
so if you're new to the channel i
released a video about eight months ago
now it's basically a
it's a it's a 3ds max beginner crash
course video
and it's about an hour long and it
basically runs down
all of the uh it's a basic rundown of
all of the
the the basic tools um in within 3d
studio max and the
interface and we discuss um you know
various components for animating and
rigging things
um so it's a it's a brief rundown of
everything in about an hour
so i definitely recommend going to check
that out um
prior to the rest of this little series
that i'm putting together
so like i said this video is is
is titled how to 3d model anything so
we're going to be discussing some
some of the basic primitive shapes in
max and the sort of philosophy of
modeling
within an environment like 3d studio max
and then we're going to be talking about
the
typical modifiers that you use to
manipulate geometry
while you're sort of modeling as an
object
or objects and we're going to be talking
very briefly about like booleans and
blob mesh and stuff like that like a
little bit more complex
modeling techniques and i know we're
going to be modeling some stuff
i'll probably put together a little
architectural scene with um
with like a a chair a table maybe a beer
bottle
um and uh maybe we'll like at the very
end of the video we'll discuss some
some lighting techniques and very
briefly set up a little rendered scene
um i plan to release a couple of videos
um
or at least one video for like a
beginner
uh step-by-step guide on on how to light
a scene and
properly render a scene so that's uh
that's coming up soon
so a lot of the videos that i've posted
that i've been posting recently have
been
um using thai flow which is like a sort
of advanced
like vfx plug-in
it's a simulation plug-in so i do a lot
of work with that
plugin in particular so before you
jump into vfx and like really advanced
you know visual programming stuff
it's really helpful to know the basics
of how to model objects
how to model a thing right because
that's really what's going to make your
work stand out is
the the detail um and this you know the
small nuances of the particular scene
um that that really make it yours
you know so your own artistic
interpretation of of you know these
particular objects that you're using in
your scene
and all that stuff is up to you and of
course you can
buy um you know 3d models and assets on

Watch video from 03:00 - 6:00

marketplaces like turbosquid or cg
trader or whatever
and use those in your animations but
it's really helpful to know how to
modify those or how to make your own
and you'll save a lot of money doing
that and of course on top of that
it's also important to know how to model
stuff if you ever do contract work
if you do work for clients obviously
you're going to have to be modeling
you know custom custom assets for them
so all of these
so be covering a lot of the basic
modeling techniques of
stuff that i use every day so let's go
ahead and jump into it
so in the 3d studio max interface in the
beginning crash course
we cover basically all the major menus
and components of the interface and
how to set everything up and you know
what the orthographic view setup looks
like
so i won't be covering that too much um
i'll be referring to a few tools here
and there but um
you know just so you guys are aware we
have the uh this is how
max usually comes in the install this is
all standard
so you have your top front and your left
side view
and each one of these views you can
click into and you can pan around
using your you click down in your mouse
wheel
and you can see the grid there and if
you hold if you type g
the g key you can hide your grid in any
one of the viewports
and if you click on the little plus sign
you can maximize the viewport or hit alt
w
so again all that stuff is covered in
the beginner crash course i'll leave a
link in the description
so let's discuss some model basic model
primitives
right so i'm going to go ahead and
expand my perspective viewport
so in our side panel here we have a
bunch of different tabs here and all of
them do different things right so we
have our create tab
we have our modify tab which we use to
modify the geometry that we create we
have the hierarchy tab
which we can use to adjust our pivot
location
um which makes it easier to manipulate
objects and rotate around certain things
and
whatever we'll talk about that later um
you have your
motion tab but you can assign particular
motion controllers and paths and stuff
we'll cover that in an another video
specifically about animation basics
um we have a display tab which is really
helpful for hiding and revealing
certain types of geometry and cameras
and helpers and stuff
and we have our utilities tab which we
have like some basics utilities
which we'll we'll cover later on in the
video
so in our create tab this is where we're
gonna be creating all of our geometry
right you can create all sorts of stuff
okay geometry you can create spline
objects and shapes
okay lights cameras and helpers which
will cover lights and cameras later on
in the video
and we have space warps which is like
things like forces and deflectors
things you can use for simulations and
systems
which we'll uh take a look at this as
well later on
so let's go to the the the geometry

Watch video from 06:00 - 9:00

tab here and in our drop down list you
get a bunch of different geometry types
that you can create
so in the standard primitives this is
the first
drop down option here create all kinds
of different standard primitives right
so the general philosophy of modeling
things in 3d studio max and
you know similar to other softwares like
cinema 4d and blender and maya and stuff
um is that it's more of an additive
approach um
versus a subtractive approach right what
i mean by that is you start with like
the
the fundamental like base geometry the
simplest most
simplified version of uh your asset that
you can think of
and then you build onto that asset right
you build more levels of detail
onto it as opposed to
zbrush or mudbox where you're
subtracting
um material away from the object uh sort
of like modeling clay
right so in max you know a particular
object like
this like a um you know like this
adorable little cat pencil case that my
girlfriend owns so like you it's it's a
very simple it's pretty simple object
but you know it's made of multiple parts
right you start thinking about this in a
really
you know fundamental sense like this is
made of a cylinder there's some
extrusions here to the cylinder
the top is a sphere that's maybe cut in
half the ears
are maybe boxes that you can vertex weld
um some of them vertices together to
create the little wedge shapes here and
uh
we got buzz here buzz is a very complex
shape
he poops that's very complex anyway um
so stuff like that like you have to
start thinking about things in the real
world the things that you're actually
going to model
in like the most simplified terms
possible right
so uh we'll go ahead and we'll create a
box
you know simple box and the some of the
components
some of the you know primitive shapes
have multiple operations for creating
something so if you drag in your scene
and you can click and drag and you can
create the base of the box first
right so i'll create a box like right
here
and then if there's another operation
where i'm not clicking anything i'm just
scrolling up and down
and i can click click again to create
the the top of the box and there we go
and i can click anywhere
to to complete the operation of the box
and then real quick i covered this
already in the
beginner crash course guide but qwer
are your translation tools which are
also up here so um
q is your selection tool w is your move
tool
e is your rotation tool and r is your
scale
so those are just like really quick
hotkeys that you could use to select
things and move stuff around
and down here is your like translation
offset
uh parameters your transition offset
values

Watch video from 09:00 - 12:00

so you can um these are relative to
world space so you can
right click on these to zero them out or
you can you know drag in here and
type whatever you want and
your objects within the scene will move
accordingly to those
values so we got a cube in here cool and
we can create all kinds of different
stuff now that we know the basic
operations so it's kind of like easy to
expect you know you click and drag it
creates the base
and uh you click again cone has three
operations
so pretty pretty self-explanatory so i
would suggest uh
taking a minute and just just create
some stuff to see it see what this stuff
does
and so what you could do is turn on auto
grid here and
if you can you know you can go down and
create a teapot or something
and what autogrid will do is
automatically snap
the xyz plane to whatever face
that you are currently hovering over
to whatever object so you can see that
the xyz
gizmo there is changing depending on
where i'm at
so you can go ahead and create all kinds
of teapots everywhere something
similar that i explained in the crash
course video but
yeah pretty pretty simple pretty
straightforward so i'll go ahead and
delete all this stuff
uh okay so we covered so you can play
around with all these standard
primitives in the extended primitives
we have things like hedra adronal shapes
you have all kinds of different like
chamfer boxes which you know
this could be useful for certain things
um
but you can always create a regular box
and then chamfer yourself later with a
modifier
um so it's like if you're just looking
for a quick chamfer box like something
like this is pretty
it's an easy little tool built into max
and if you want to see the little edge
the little edges when you're doing more
precise modeling you can go to edge
faces
and you can turn those on or you can
turn on wireframe
and wireframe is really uh great
to to use when you're trying to model um
like concave shapes like shapes that
have like an inter
like an inner face like interfaces to
them
let's say if you're going to model like
a tunnel or something um or
um you know like a
uh some kind of case you know like a box
or something
and you want to be able to see what's
inside the box you have geometry like
inside the box whatever you want to be
able to see that stuff and you can turn
on
wireframe and you can see inside of it
so very useful for all kinds of
different modeling situations
and you have all kinds of different
stuff you have a hose you know
um again
these shapes are are really useful for
like when you know exactly
kind of like what you're gonna model um
if you're just gonna model something
free form it's
best to stick to stick with the standard
primitives like the basic

Watch video from 12:00 - 15:00

the most fundamental shape you possibly
can to start with when modeling
whatever you're trying to model right so
we'll get into that in a little bit
later on in the video
compound objects are things like blob
mesh and boolean
objects so you know real quick the
standard primitives will create a box
and we'll create a sphere
and we'll stick the sphere in the box
and just to
cover this real quick again you know
i'll go ahead and
create a compound object pro boolean or
you can use boolean
probiolean allows you to boolean
multiple objects boolean is just a
one-time
operation so you can either union or
subtract
intersect merge attach or insert so go
ahead and subtract
so i have the box selected so i'm going
to try to
subtract the sphere from the box and
i'll go ahead and add operands
and i'm going to choose the sphere and
that'll just remove a chunk out of this
to the box
so really useful when you're uh near the
end of modeling something and you know
you know that you want to remove
um one object from another it's a little
difficult to um
to modify the topology of this box once
you have this
done you get some strange artifacts
which we'll look
we'll look at later so maybe i'll just
go ahead and copy it i'll just move this
over
and the basic copy and like instancing
and referencing
operations i'm not going to be covering
in this video
um again i'm going to assume that you
watch the
crash course video so please refer to
that for all the uh the basic like
navigation and standard operations
okay so um you guys can experiment with
all the rest of these you know different
object types you can create there's a
bunch of them great stairs
you know which are like really useful
when you're doing like architectural
scenes and stuff
um there's doors there's all kinds of
stuff in here
and of course i have a bunch of plugins
so this is where your
you know objects for those particular
plugins are going to show up
okay so let's start taking a look at
some of the typical modifiers that
you'll probably be using the most
frequently when modeling
virtually anything using 3d studio max
so
i got a you know simple cube and a
geosphere set up in my scene so we're
going to
toss on some modifiers on these guys and
start looking at these
so like i said there's five basic
modifiers
there's the edit poly modifier there's
the chamfer modifier
there's the turbo smooth and mesh smooth
modifiers
there's the normal modifier and the
shell right so those five modifiers
we're gonna be taking a look at
and later on in the tutorial here we're
going to be
creating a little architectural scene

Watch video from 15:00 - 18:00

using basically those five modifiers to
create everything
so um yeah let's jump in so
i'll click on this cube here and in my
little drop down here
obviously you know these are your
standard parameters and you can change
the size of this cube here 30 by 30 by
30
and i can add edge segments if i want to
or i can do that
using the edit poly modifier which is
what we're going to look at next
so in my drop down list here and scroll
down to edit poly
and pop that on edit poly modifier is
definitely
the number one most used modifier uh
in my opinion well that i use the most
frequently right
um it basically allows you to modify
your geometry in any possible way that
you can really think of
um so let's uh let's you know go through
some of these some of these options here
right
so in your selection drop down here you
have
vert the vertex mode you have an edge
mode you have border
polygon which is basically the faces of
the object
and element which is like the entire
object itself and sometimes objects are
you know created out of multiple um
you know pieces of geometry which
element mode comes in handy for
selecting certain things which we'll
look at later
so in vertex mode if i click on vertex i
can grab one
one of these and you know with your
q-w-e-r you can
um move these around you know because
basically like stretch the cube out
um i can you know basically if i wanted
to create like a wedge shape
um you know i could um do it a couple
different ways i could select these two
vertices here
and i can use the collapse tool and
that'll collapse it down to a single
point
same thing here collapse you know
so that's pretty cool and obviously
being this is all
parametric in the modifier stack i can
if i don't want that
i can right click and delete it uh you
know being that i
did a couple operations i'll just do a
couple undo's
another way you can do that is if i
wanted the wedge to be on a certain
angle or something i could use target
weld
and i can select this version and i can
weld it to this one
basically just click and drag
cool so i got like a nice little wedge
shape going on there and that's really
helpful
for modeling all kinds of stuff um you
know if you just want to get rid of some
vertices
simplify your mesh when we go further on
in the tutorial when we model this chair
we model a little
eames chair we're gonna be uh you know
welding together some vertices to smooth
out our mesh
it comes really in handy um
and then if i click i'm going to go over
to my geosphere here i'll show you a
couple other little tools for the vertex
so i toss in add a poly on here um
click on the vertex selection and select
my vertex
and i can grow my my selection
so you can see the selection is growing

Watch video from 18:00 - 21:00

outward the little points are
highlighting
when i click grow and that allows me to
you know select multiple points
in a given area alternatively i can
select on a vertex and then use soft
selection which is really helpful for
modeling organic shapes
and you can see that there's like this
color gradient that shows up on the
mesh wherever i select the particular
vertices
vertex and i can adjust the fall off
you know so i can kind of like do it
that way and then i can
you know start to pull these out like a
really kind of a smooth way
you know which is really pretty cool for
modeling things like
i don't know water droplets or rocks or
whatever you could really think of you
know
but it's not adding any geometry to it
it's just manipulating it right it's
because you're editing the
you know uh topology of the the
of the mesh itself okay so back into our
cube here
um look at a couple other operations so
um an edge mode
i could select uh you know certain edges
and i can do things like
i can connect edges so i connect a
couple edges there
cool and i can also double click on any
edge
or i can click on one edge and do a ring
and it'll select all of the edges that
are
coplanar to that edge or that are
you know in the same xyz
orientation as that edge i could do loop
which will loop around the object and
i'll create a loop there
and then i can modify these edges like
that i could you know
of course double click on that edge and
select the whole ring the whole loop
so that's cool um
and then a couple things in the uh so
there's all sorts of
so there's all sorts of tools that you
could use um in the uh
edge mode um so you know feel free to
explore these there's all kinds
of stuff in here and then the polygon
mode
which is used most frequently for
modeling stuff so you can use the
extrude tool
and basically hover over any face and
kind of click and drag out and you can
extrude
phases like that
or you can you know select a face
and click on the little settings and you
get this little
dialog box that pops up and you can
control
the amount of extrusion more precisely
and you can also select multiple faces
of course and
you know extrude those out the in the
same way
pretty neat
and then there's the inset tool which i
can select a face
and kind of go like this and click on
the little
inset settings and then i can inset

Watch video from 21:00 - 24:00

the face inward like that and they can
create another face and i can extrude
that one in and make a little
depression a little concave shape
which that's very helpful and then
there's
also so let's say if i duplicate this
box
you know rotate it 90 degrees or
something you can turn on your
angle snap toggle rotate that 90 or
you know just whatever you're doing
whatever you're modeling right and i
want to connect these two shapes
together
in your edit poly modifier you can
attach a shape
to this object so you can attach i'll
attach this one
cool so now this is just one object now
if i click on edit face i can select any
one of these faces
so it makes it one object right and
let's say if i want to
really connect these two objects
together what i can do is um
you know let's say if i want to connect
this face to that face i can select both
of these faces
and use the bridge tool right here
bridge that
and that's it and it creates a little
bridge section across them
so i can grab all of these vertices and
kind of move them around
do whatever i want that is one
solid mass and uh
it becomes one shape okay so let's go
ahead and create another box
or you know what i could do is i'll just
grab this object here and i'll
uh drag i'll drag and holding shift
shift drag and create a copy
and then in our modify tab i'll go ahead
and just right click and delete this
edit poly modifier so we have a cube
um and then we'll toss on another edit
poly
actually you know we'll do is um i'll
show you the chamfer modifier next so
the chamfer meyer is number two in our
list here
so chamfer modifier will has a couple of
different operations
one is the quad chamfer which gives you
a another segment
um within the chamfer itself and this
standard chamfer
just chamfers just the edges
um so you can adjust the amount that it
chamfers so if you want like a
hard edged chamfer like that that's
that's how you do that or if you
can add segments to give it a you know
curved edge
so it's very similar to the chamfer box
in our
earlier in the tutorial we looked at but
now you have
full control over this box you know so
you can
increase or decrease the size and the
length of the box and whatever
you can add segments and the chamfer
modifier
being it's a parametric modifier will
update your geometry accordingly
so set that back down to 30. so we have
a perfect cube
um cool and if i want to uh chamfer just
one specific edge or a couple of edges
or whatever i could toss an edit poly
modifier underneath
the chamfer modifier and i can
select uh particular edges so say if i
want just
one edge it just transfers that one or i
can select
you know three edges or something so now

Watch video from 24:00 - 27:00

just this edge just this just these
edges in particular are being affected
cool
i'll go ahead and copy this over again
i'll grab both of these modifiers and we
can right click well i'll grab just the
i'll just grab just the chamfer for now
and delete that one
turn off our edge mode here and now
we'll look at the
turbo smooth modifier which is something
i use very frequently for modeling
organic shapes and i'll
show you what that does and i'll show
you what the difference is between
chamfer
and using turbo smooth so
we'll toss on a turbo smooth modifier
and i'll show what that does basically
it kind of spherizes
your geometry in a particular way so
it's kind of almost like a perfect
sphere even though it's a little oblong
so if we add segments to this
in the edit poly let's say if we go to
our edge tool and create a couple
uh loops so cut i'll go ahead and
connect this maybe we'll just do two
loops i'll spread the model a little bit
click okay and um
you know it will turn on our turbo
smooth and see what that looks like so
it kind of gives us like this um
uh cylindrical looking object right
and i can continue to turn that off and
kind of continue working here
i'll connect these ones
and maybe connect this one too all these
ones
cool and turn out turn with smooth and
it kind of gives us a similar look
to the uh you know to the the chamfer
the chamfer box let's see if i just
select all the edges there yeah
so it's similar but it's a little bit
it's a little bit less precise
than the chamfer however it's good for
modeling
more organic looking shapes like things
like couch cushions
and pillows and stuff like that you
wouldn't want to mod
you wouldn't want to create a box like
this and
chamfer it to make a like a pillow um
it just it would just look odd because
the surfaces are
still very hard um you know using a
smooth modifier allows you to
have a bit of more of a give to it a
little bit more of a
fluid um you know organic approach to
creating that kind of shape and then in
our edit poly we can
turn this off and i can go in the top
view and i can go ahead and like maybe
select these vertices and move around a
little bit
oops yep select these
and we'll kind of see what that does so
i have still have my vertices selected
if i turn on my turbo smooth again
i can uh you know just kind of start to
see how that is affected
so you can take it a step further let's
say if you want to create like a little

Watch video from 27:00 - 30:00

futon like it's a little cube futon kind
of thing like a poof
right you can uh use a couple different
tools you can
either use the soft selection and select
some of the
top uh vertices or something and kind of
like puff them out a little bit
or you can use another modifier um
you could use the ffd um three by three
by three or four by four by four
one of these guys here you grab one of
these and basically just creates a
little cage
around your object and you can uh you
know you can click on this cage or
drop down and click on the control
points and you can start to select some
of these little control points
and you can move them around and it kind
of gives you like this pillow-like
effect
you know that's pretty cool for
mod uh for creating really organic like
really
still pretty precise shapes okay
next modifier that we're going to look
at is the normal modifier so maybe i'll
grab one of these boxes
copy it over i'll delete everything
and maybe i'll scale this up to like a
60 by 60 60 or something
and i'll toss on another edit poly
modifier
i'll select these three faces and get
rid of them
and let's say i want to create some kind
of backdrop right a backdrop for
a product or like um you know like an
animation or something you just want to
have like a flat
backdrop with like you know a floor and
walls or something
um uh this it's it's pretty simple to do
that right so like
um rather than like creating separate
you know like uh you can you can always
create a plane
right and then you can create a box or
something and that'll be your
um this will be your wall this will be
your floor or something you know
really simple way to do is just to
create a box and then you can use the
normal modifier to flip the normals
right
so these black faces are technically the
back sides of the faces because
all the faces and max have one side
right so these are your back facing
faces
so those are probably not going to
render properly unless you have a
double-sided material
but it's in good practice to always just
flip your normals and make sure whatever
the camera sees
is the front face of the object right
or else you might start to get artifacts
and stuff in your render
so what you could do is toss on a normal
modifier and that's automatically going
to flip the normals right so you can
choose to flip the normals
and you can choose them to unify the
normals
as well
yeah so you can go ahead and flip the
normals there
and there you go so now like whatever so
what we're currently seeing is the front
face right so basically you took what
was inside the box the interfaces and
you
made them the outer faces that are you
know that you can use as a backdrop now
so that's pretty easy to do when you're
modeling you know an architectural scene

Watch video from 30:00 - 33:00

or something
that has floors and walls and stuff you
can quickly create like a
a box remove whatever faces you don't
need
and uh you know do it that way which is
pretty cool
another way you can use the normal
modifier is
let's say for instance um you know i'll
get rid of my old edit poly
so now we just have back faces on the
outside right
i can right click on this cube object
properties
and uh i could choose backface call
so now i see what's inside the box right
and the back faces are currently facing
outward because we flipped the normals
but we're seeing inside the box now so
now
if we stuck a camera inside of this box
and a light
it would look like sort of like an
architectural scene right it would look
like a little
room um so that's another way you can
you know use the the power of
the normal modifier to uh to optimize
your geometry optimize your scene
so you don't have too many faces right
cool and then the last modifier we're
going to look at
is the shell modifier so let's say i
want to you know copy this guy over
and i want to give let's say if i want
to give these uh
faces a thickness right
what i could do is drop down it can even
get rid of my normal modifier we don't
really need that anymore
because what the shell modifier is going
to do
toss on the shell modifier is give a
thickness to these
faces right so it basically allows us to
extrude these faces out and it's going
to do it based on the normal
um outward facing
vector direction um of the of the face
that is
that's being extruded so that's why we
get these strange little
um you know curved uh or slanted
surfaces here in this
particular mesh but no worries we could
always scroll down here at the bottom of
the stack and you can see
our bottom of the rollout you can see
straightened corners
so i'll toss that guy on at the bottom
there
and that allows us to extrude out the
faces and shell this
shape perfectly so let's say it's kind
of like a big cube now with a
small chunk tank taken out of it and i
can extrude this one in two
now for fun before we start modeling
some you know
architectural stuff and you know really
getting into uh how to model actual
objects right just for fun i'm going to
show you a couple of fun things you
could do with
you know some of the more advanced
com compound objects so uh
you know let's say i'm going to take a
couple geospheres we'll copy them around
scale them up a little bit and we can
link them together

Watch video from 33:00 - 36:00

create like a little like molecule
looking thing what we're going to do
is in our compound objects i'll create a
blob mesh
and i'll stick that somewhere on my
scene and
under the modify tab here i can
pick whatever objects i want to add to
the blob
and basically what that's going to do is
create
one unified mass for
whatever objects i feed it so i can
control the sort of like size
of the little blob voxels um
that it's feeding
i can adjust the tension
that's pretty cool and what i can do is
like you know
vertex weld this optimize it a little
bit
and get rid of the floating vertices and
i can
maybe relax it use a relaxed modifier
i'll kind of show you what that does
so these modifiers do different things i
can crank that up a little bit
and if i turn off my edge faces you can
see how smooth that looks
so it's kind of like this clay blob ball
looking thing
so under my geospheres if i can go back
and i can select
my geospheres and i can move these
around and the blob mesh will update in
real time
so this is pretty cool for doing like uh
close-up shots of water droplets or
something
you know if you use p flow or thai flow
to
create like a little um you know
particle simulation of
rain or water or something you can use a
blob mesh
uh object like this or you know
tie flow has the tie measure modifier
that you can use the time measure object
that you can use to uh to mesh your
particles
uh as part of a simulation which is
pretty cool
so that's just another little tip that
you could use to model like certain
things
it's not useful for everything but just
kind of depends on what you're trying to
make
cool get rid of that i'll turn on my
edge faces again
and so those are the five uh like
fundamental
modifiers that i use frequently edit
poly
chamfer turbo smooth and mesh smoother
you know it could be used
you know um for similar situations um
the normal modifier and shell um so
we're going to be using all five of
those modifiers to create some stuff
so uh let me clear out my scene and
we'll uh we'll get ready and we'll jump
into uh the rest of the tutorial
okay so i cleared up my scene and before
we jump into modeling things real quick
i just want to show you a couple
examples of some architectural
visualization stuff that i've
done uh recently and in the past

Watch video from 36:00 - 39:00

so again all these assets were modeled
from very basic primitive shapes like we
looked at
previously you know you can get like a
pretty
fine amount of detail and resolution on
the geometry itself and then take care
of the rest with
textures and correct lighting um you
know for so these scenes are
are pretty minimal they're pretty
they're pretty simple to build
you know and uh doing something like
this of course that over the process of
working with the client to make these
renderings
there's a lot of iteration involved
however like if you set up your scene
properly and you utilize
you know the the most fundamental raw
shapes you possibly can and make it
keep everything parametric where you
have like a pretty uh
you know efficient non-destructive
workflow with your geometry
you know you can make your life a whole
lot easier if you just know how to model
things correctly
so these are just a couple images that
have done for a particular project that
uh
um you know the client itself is a um
quartz and concrete manufacturer so they
did do like architectural
finishes and this is another
product shot for a leather company so
they did custom leather
upholstery and architectural details
like wall panels and stuff
so a bunch of details packed into these
images these are not the
these are not the highest resolution
images but
you know stuff like this is uh you know
pretty pretty simple to to create all
this geometry
so i just want to show you a couple
examples of that kind of stuff and of
course on my website there's a bunch of
architectural visualization projects
that we've done in the past as well
so feel free to pop over here and take a
look
okay so back into max um
let's uh let's start modeling some stuff
so today
what we're going to be doing is we're
going to be modeling this like eames
chair it's actually the exact same chair
that i'm currently sitting on
and we're going to be doing a like a
beer bottle
and maybe some kind of table and i don't
really have a reference to the table
we're just going to
kind of wing it for the table and see
what happens so there's a couple
different ways of modeling things and
max a couple different ways you could
think about it
one way is like once you get good enough
um
well i guess i mean if you're if you're
just kind of cruising
through modeling something you could uh
model just kind of eyeball it
and have find like a reference photo and
uh and have it like pulled up on the
screen and kind of go back and forth and
model it um sometimes you don't have
like a direct reference to the drawings
and the client will like
show you a picture of like you know i
want this chair and you just can't find
a reference to the chair or whatever
that that happens pretty
frequently um and you kind of just have
to wing it you kind of have to just like
you know make it match the proportions
of the human scale if it's a furniture
piece or

Watch video from 39:00 - 42:00

some kind of acid like an object or uh
accoutrement in the scene or something
you know like a particular vase or
whatever
and sometimes you just kind of have to
wing it but sometimes you have reference
photos like these
these are pretty good reference photos
they're not
orthographic they're not per you know
like perfectly straight on
as far as the camera shot is concerned
but they'll work for us so
we'll bring them into our scene so first
thing we're going to do is um
here's standard primitives uh we'll go
in our front view
and we'll just create a plane
i'm not really going to concern myself
with the scale of it for now we can
always scale our
object later and what i can do is
instead of wireframing default shading
and what i might do is uh in our
hierarchy
effect pivot only and i'm going to turn
on our snaps
and you can right click on that and go
to
end point just make sure endpoint is
selected that's good enough
and we'll grab our gizmo here and we'll
just put it in the corner there
that way we could just center this out
it's not really important i just wanted
to show you that you can do that
and we'll go ahead and just remove all
the segments of this plane
and this is just going to be the
backdrop this is going to be like what
we're going to be
using to check uh for our reference so
for like a material here we'll just name
this chair
uh chair background
in a diffuse panel again to pull up
materials you can click this little
material editor here
or type m and i'll bring that up
so our material our diffuse channel i'll
click on this little box there
i'll choose bitmap
and we'll go ahead and choose our
uh eames chair which you could use any
chair
i just pulled that chair picture off of
uh google you know
google search i just uh like a basic
ames chair
um and we'll uh apply that
material you know you can either drag
and drop this this the little sphere
here onto your
scene and uh it's shaded or with your
plane selected you can hit this little
assign material to selection button
okay we don't need this for now so we'll
close that out and you can tell that
um the chair is a little bit uh stretch
tool what we could do is maybe just even
stretch this i'll turn off my
toggle snaps and we'll kind of scale
that and it looks pretty good
and maybe for human scale what we could
do is uh in our create tab
under systems go to biped
and we could just stick a biped in our
scene
and we won't worry about the scale for
right now i just want to like maybe use
that for reference later for the scale
of this chair

Watch video from 42:00 - 45:00

and you know what we'll do is we'll put
him on another layer
name it dude
i'll hide him for now i don't need need
him for right now as we're as we're
modeling stuff
um okay so with this chair um actually
i'll
i'll show you what the chair looks like
this is the chair right
so basically it's a flat surface
um that's you know kind of concave
and has a you know some geometric um
you know complexity to it so
how we go about modeling this chair well
there's a couple different ways
first way is um you know you could like
create a box and then start extruding
stuff out and try to like modify the box
as best you can or whatever
but we're going to do with a plane which
is a simple plane
so i'm just going to create a plane in
plan view
just kind of like and
you know i'm going to set up my layer
here i'll call this chair
set that to current with a little
highlighted blue
stack there and i'm gonna create a plane
and i'll stick it somewhere in my scene
say about there
okay
and i'll turn on edge faces so you can
see the edge there
and kind of just line it up and i again
this this is not a perfectly
orthographic
image so it's it's not
going to be a perfect reference but it's
something to get us started
and eventually we'll kind of just move
it out of the way and and work at it in
a
free-form way so i got my plane set up
here
and i'm going to go ahead and toss an
edit poly modifier like we worked with
before i'll turn on edge
faces i'll grab that edge and i'm going
to hold shift
and i'm going to drag that edge up
okay and that's pretty much going to be
the back of it
back of the chair right
and the chair obviously isn't perfectly
you know 90 degrees or anything so i'm
going to angle it back a little bit like
that
and all that stuff we can adjust later
i'm gonna go ahead and pull my chair
out a little bit and now we can start
modifying this little flat plane here
and uh giving it a little bit of
definition
so what i'm gonna do is i'm gonna toss
on another edit poly so that way we can
always come
come back to this in case we mess up or
we want to change something with the
base mesh so i'll toss in another out of
poly
and then what i'm going to do is um you
know i'm going to go in here and select
the
three edges here and i'll do a connect
and i'm gonna connect it like three
times
i think that'd be good enough

Watch video from 45:00 - 48:00

and the same thing for these for this
one
okay and i'm going to select these edges
here
actually not
okay so i'm going to toss on another
edit poly
modifier on this object just so we can
go back to this in case we
either mess up or we want to modify the
base mesh later or something
so we can do things in a procedural way
like this so i'm going to go to our edge
tool here our edge selection
select all of these three edges and i'm
going to connect them
i'll just connect them twice
again just keep it as simple as possible
at first
same thing here i'm going to connect
these ones twice and
i'll connect these ones twice as well
cool so that gives us something to work
with right
and then what we can do is um
you know we could start to start
modifying this a little bit maybe push
these down
you know grab the uh the edges here
maybe like uh you know modify this one a
little bit comes up like that
you know push this one down a little bit
push these two back a little bit go in
our side view
start to like adjust the definition of
the chair
a little bit
okay
and what i might do is um
select my vertex vertices here
i might grab these four vertices and i
might do like a
okay so we got a little bit of
definition going on there which is
pretty cool
and what i might do is um
select the vertices here versus tool and
i'll cut
from here to here
okay and i'll do another cut
from here to here
okay and i'll cut these two but down
here as well
again always just keeping in mind you
want to
maintain the simplest version of the

Watch video from 48:00 - 51:00

object that you're trying to model so
i'm gonna go ahead and delete these
faces because they're no longer needed
okay and then i can start manipulating
the chair a little bit to kind of
match the overall profile of the chair
so what i can do is right click on the
chair
object properties and i'll go see
through so we can kind of see the chair
a little bit more
and what i could do is like start
shrinking the stuff up so i can
shrink these in a little bit grab these
ones and shrink them in
you know
it doesn't have to be perfect just has
to be convincing you know
and there's another way you could do
this you could use the symmetry modifier
which we'll take a look at in a minute
here
which could help you be a little bit
more precise with some of this stuff
so i'm going to grab these two vertices
as well and
maybe just adjust them a little bit to
kind of give a little bit more
definition to the sides there that's
looking pretty good it's looking like it
might work
okay so from here we could toss on a
turbo well we can go ahead and
right-click and
make this not see-through again and we
can toss on a terrible smooth modifier
and start to see how this is looking
it's starting to look pretty clean we've
got an issue here
let's go and check this vertice vertex i
mean
okay so this vertex is not welded for
whatever reason it didn't weld properly
so i'm going to grab
just uh control or sorry i'll uh fence
select
those vertices because there's two there
that weren't uh connected and i'll just
collapse those
and then if we turn on our turbo smooth
again that should be nice and clean
nice and cleaned up for us so that's
looking pretty good there's maybe a
little bit more definition to the top
there
to the top edges
and maybe the bottom as well so we can
maybe modify this a little bit maybe add
a couple more segments what we can do is
um
we can cut this again
maybe we'll cut it to the edges there
and what we could do is um turn on our
snaps and go
uh midpoint
actually that's what i should have done
before okay let's do that
let's do it the right way so in our
angle snaps we'll
make sure midpoint and end point are

Watch video from 51:00 - 54:00

selected
and go to cut i cut from this vertex
to the midpoint of that face
again this vertex to the midpoint of
that face
yep and we'll do the same thing up here
i mean for like uh right here something
we'll kind of mess around with this a
little bit
so cut midpoint to the
face right there same thing here
cool so turn off my snap toggle we don't
need those
and i'll go back in this view and then
kind of
modify this just a little bit
and just give it a little bit more
definition up there
and same thing down here kind of push
this forward a little bit
and grab these guys just want to make
sure all this stuff makes sense
cool so that should give us a pretty
decent
base to work from for this chair we can
always modify it a little bit as we go
but that's uh that's looking like it
might be pretty good in our turbo smooth
here
so that's given us a pretty decent
resolution it feels like it's pretty
natural with this hair that i'm
currently sitting on
i mean obviously you're not going to
probably have a direct reference to the
physical object in your
in your real world environment right
but um you know just from photographs if
you do if i did have like a
side view of this photograph um it'd be
definitely more helpful i can match it
up just like we did with the back view
like that
with the front view but i don't so we're
just to have to kind of go
wing it a little bit so i can go back
through and grab these vertices
turn on my turbo smooth again and i can
kind of just modify this stuff until it
makes sense
you know and i'm going to assume the
bottom is pretty accurate so i'm just
going to kind of leave it at this for
now
okay i did i was able to find a side
view of this chair
which is looking pretty close to what we
have but maybe we can
add a little bit more curvy definition
to it to our chair so
because right now it's looking pretty
flat up top
so what i might do is um
you can add some edge loops so i'll toss
in another edit poly modifier here
and maybe i'll grab

Watch video from 54:00 - 57:00

this edge and we'll do loop
i'll do a ring
ring and i'll go ahead and select
oops fence select these vertices
and we're going to try to connect these
ones
and we'll just connect it once
just by looking at that photo that
should probably work maybe we'll um
put about there
and so for the most part these faces
are going to be pulled out a little bit
to give it a little bit more definition
up top
along with this one
go ahead and modify some of these vertex
vertices to
kind of match what we're doing
i'll grab some of these ones up here and
i'll pull them back
kind of give that back curving
definition there
okay now we have our base mesh kind of
uh looking pretty good
um i'm gonna leave that turbo smooth on
and i think what we'll do is um
okay now that we have our base mess sort
of set up mean there's a few tweaks you
could probably make to it here
you know to kind of get it to have a
little bit more um
curvy appeal we can come back and modify
this stuff a little bit later on
so now we have this kind of started what
i'll do is um
you know keep my turbo smooth modifier
well i'll before we turn that on i'll
tell me i'll toss in another out of poly
here
and i'm going to do is i'm going to grab
the entire ring
of uh edges around the entire chair so i

Watch video from 57:00 - 60:00

could double click on that and grab the
whole thing
and what i'm going to do is there is a
bit of a lip to these chairs
um you can kind of tell in some of these
they kind of go backwards a little bit
so what i'm going to do is kind of
replicate that just by pulling some of
the vertices
out or sorry pulling some of the
surfaces out
so i'm going to just like uh hold shift
and drag those out and make a copy of
them
and i might uh scale them up a little
bit and i'll just kind of like pull them
down
okay so now that i've kind of stretched
these out a little bit um
you know we could toss on a turbo smooth
and see how it's starting to look
so it's looking pretty convincing we
have a little lip on the
edge there i could probably tweak it a
little bit more make it a little bit
more like realistic
because at the top you don't really see
the not really supposed to see that uh
overlap but on the bottom it's
definitely definitely getting there
that's definitely what we want to have
happen in the bottom there
so i'll turn my turbo smooth off for now
and what i might do is just deselect
maybe like these faces and i'll kind of
just like
angle these ones up a little bit just to
give like a
little bit of a gap a little bit of a a
a ledge there
see how that looks
pull it back a little bit more
that's looking pretty good
again it doesn't have to be perfect i
mean for the sake of this tutorial
we're going to we'll get it as close as
we can but you know in reality it's uh
you know it's it's going to take a bit
more tweaking for to do this for real
okay cool
and get a little tiny bit more
definition there
yeah all right great
so now we have that set up we will uh go
ahead and
underneath our turbosmooth we'll add a
shell modifier
to give it a thickness that's too much
thickness
and maybe we'll just do the outer or
yeah we'll do the outer amount
so you see what's happening there give
it a little bit of a thickness there so
maybe we'll do like uh
i don't know almost a centimeter
that'd be pretty pretty realistic
so that's good now with our turbo smooth
at the top of the stack we could always
add more
iterations make it nice and smooth so we
turn off our edge faces
there we go a perfect little eames chair
base
pretty easy right just modeled from the
from a single sil
from a single plane

Watch video from 60:00 - 63:00

okay now from here what we could do as
we start taking a look at the legs
so we'll quickly model the legs we're
not going to model all the little
details
um now that you guys are pretty familiar
with the
method of doing that you guys can fill
in little details but i'll just model
the legs i'll show you how that's done
so we go on the top view create a
cylinder
maybe we'll have the cylinder come from
somewhere about here
and we'll kind of just drop that down
what i'm going to do is uh maybe set the
segments to like 10
remove the height segments and we'll
kind of just like
yeah just pull this down a little bit
okay i'll go ahead oops
go ahead and angle about 15 degrees or
do it
and i'll adjust my height to be about
there
pull our seat down a little bit
okay so it's pretty good and then what
we'll do is uh we'll toss in
a uh edit poly modifier i guess before
we do this we'll
kind of angle this
in this direction as well so let's say
for instance it's a
maybe a 45 degree angle or something
these don't really stick too far out
from the
underside of the chair
so about there would do it
and already probably i'll grab the edges
and i'll go
connect create one edge loop in the
middle
and then what we'll do is
i'll grab i'll just do control a and
then
hold alt and deselect the center spheres
and i'll kind of just like scale these
down
a little bit
i can grab the center
and scale that up a little bit so that
you can see the tapering that happening
there
cool
and then from here what we could do is
i'll toss on another add a poly modifier
grab my vertices i'll select these ones
and
and we can select these ones as well and
we can align them on the z
oops i mean
i could do is grab these vertices here
the top and bottom
and then go my top view and i can go uh
view align what that's going to do is
that's going to flat
okay so i can grab my bottom vertices
here and i can go
there's a couple different ways you can
align it to like make the

Watch video from 63:00 - 66:00

vertices flat on the same plane um so
i don't know the quickest way to do it
is from here we'll just do a griddle
line
and that'll just align it to the grid so
you can tell it's nice and perfectly
flat
it works and then maybe these ones so
we'll uh you know go up in the top view
and go view align
and that'll just align those to the make
planar to that particular view
at the top
cool go ahead and turn on our edge faces
again
and in the same edit poly we'll go edge
and i'll put in an edge loop here
i'll just connect this and i'll uh oops
drag this up kind of put the edge loop
right at the top there
actually you know what instead of doing
that we'll do the bottom one first
to connect and we'll put the edge pretty
close to the bottom there
nice what i'm going to do is i'm going
to duplicate this
clone as a copy
and we're going to make the top cap so
grab this
and we'll connect these and we're going
to make the cap as a separate element
so maybe all that there would be good
and i'll grab my faces
and just select all the faces besides
the top cap and just delete those
that'll leave us with this little cap at
the top
and in our hierarchy tab i can go effect
pivot only
center to object and i can
reset the transform
cool
and then from here what i could do is do
a little shell modifier
and it'll give me the little top cap
turn off straighten corners and there
you go you got a perfect little cap
there
and you can like you know fiddle around
with this and adjust it as you
as you need to you know maybe have it
make it go all the way up into the chair
so in our edit poly we can turn off our
shelf for now
grab the top face and go local
and we can pull that up and adjust it as
we need to
god damn it
okay so now on these chairs itself on
the chairs in real life there is a
piece of metal that actually connects to
the base of the chair
and uh it curves up and does this little
curve thing so if we have time we'll uh
fill in that detail later on
but we're getting pretty close to
finalizing our chair here or the with
the leg
so what i'll do is i'll toss on a turbo
smooth modifier and we'll basically be

Watch video from 66:00 - 69:00

done with this leg and we'll copy it
around
so i'll toss in a turbo smooth
oops one thing i forgot to do is i
forgot to put an edge loop at the top
there
so go and connect
that should be good
perfect now we got a pretty nice looking
um
you know bottom here and we can always
come back and adjust that later to make
a little bit more clean
but depending on the scale or just
depending on the proximity of your
camera to this object you might not see
all those details
so i could do is just move this down a
little bit
take my chair leg and i'll group that
and we can copy this over as an instance
and i'll go ahead and mirror that in the
x-axis
i'm gonna just put it over here
i'll do the same thing for the back legs
instance
and we'll copy it and mirror it on the
y-axis
i'll put about there for now and see how
it looks
cool it looks like it's almost there
obviously like these
these parts would have to be extruded
down a little bit we'd have to model
these little
metal components and stuff
to enhance the realism a little bit so
after we turbo smooth this we could
maybe
reduce the iterations to one
okay and my mic cut out for a few
minutes there so uh we'll pick up
so we finish up with the chair um so i'm
just going to
move this over to the side here we'll
take a look at that a little bit later
on
right now we're just going to go ahead
and create our table and i think what
i'm going to do with the table is just

Watch video from 69:00 - 72:00

something simple
so under extended primitives i'm just
going to create a hedra
and i'll stick this on my zero layer
here
create something like that i'm going to
move this up
and we'll toss on an edit poly modifier
on that guy
select polygons i'm just going to select
all the polygons
and we'll do an extrude by polygon
and i'll just extrude all the faces out
like that
i kind of see how that's starting to
look and that looks
pretty good
something like that and then what i
could do is maybe scale all these faces
inward
like that and then i'll grab my vertex
vertices grab the top and the bottom
vertices and i'll just align this to the
z
plane oops do one at a time here
align those to the z plane align these
to the z plane
cool and then there's some overlapping
going on so i'm going to grab my
the inner vertices there the
interfacing vertices of this little
table leg setup thing some kind of space
age looking design i'm not really sure
what the point is here but you know hey
it's it's going to be a table it's going
to look great
gotta have faith in your own creations
okay so i'm going to scale those in a
little bit so to make them kind of like
planar
about there looks pretty good all right
i'll just kind of move this down a
little bit
awesome and i'll turn this 45 degrees in
the top view
and we'll go ahead and create like a
spline
a creative rectangle and i'll just stick
the table top in here like this
yeah i'll disable enable and render and
viewport
and then we'll grab both of these and
i'm just going to zero these out
like that and then i'll move this up
into place something like that should be
good
and then in the rectangle um you know we
could do this a couple different ways to
add maybe like a corner radius
so i can add i can have the corner
radius here like that it gives me like a
little bit of a radius there
or if i wanted to have a little bit more
detailed control i can right click
with the rectangle selected right click
and go to convert editable spline
and then i can grab my vertices and just
grab all of them
and then i can scroll down here
and under fill it you can just add a

Watch video from 72:00 - 75:00

little bit of affiliate to that so it's
the same thing as the corner radius and
the
rectangle tool but we just have a little
bit more control over the individual
for vertices
so that's cool and then we'll just add a
shell
yeah it looks pretty good okay so we got
our table we got our chair and then now
we'll do like a bottle we'll do like a
bottle of beer how about that
sorry to have this plane set up here um
so let's go ahead and uh
i'll trace this oops
cool default shading
and move this up just a little bit here
okay
and then uh the way we're gonna do a
bottle it's the
bottles and vases and stuff like that
it's pretty simple
we're just going to create the profile
of the
object itself and then we're going to
use the lathe modifier to basically
revolve the profile around
and make our object pretty pretty easily
so i'll just go ahead and
do corner and corner and we'll add in
some phillips later
so i'm saying the middle of the bottle
is about there
so if i hold shift it'll snap to the uh
you know the x and y
and this will be pretty simple so we'll
just go let's drag this up like that
it will have one here and we'll add one
there
and uh you know just create this as
simple as possible
give it a little bit of a lip there and
maybe another one here
cool
then what we could do is i could just
get rid of this guy for now
i could turn off my grid by hitting g
and i can just go in here and kind of
like fiddle around with the um
turn on my selection till the vertex
mode with the uh
filleting so i can fill some of these
edges
so i can grab my fillet tool and i can
just kind of draw on some fillets
grab both of these and fill it that like
that
same thing here maybe
that should be good and then we're going
to have to do is um
you know with our vertex mode selected
we want to get rid of some of these
um you know overlapping vertices there's
there's a way you can um
auto weld those but sometimes it doesn't
really work
so the best way to do is to just do fuse
and
weld and that will basically take that
vertices make it one
vertex so i'm going to do the same thing
here fuse weld
so there's a couple of those locations i
think we got
just the two that were important here

Watch video from 75:00 - 78:00

okay cool and now that we have our
profile done what i'm going to do is
we're going to have to do this anyway in
our hierarchy
effect pivot only and we're going to
move this
turn on our snaps make sure endpoint is
selected
and just going to move that and stick
that at the bottom of the profile
cool and then now the fun part
is we'll just go ahead and toss on a
lathe modifier
and instant bottle there you go done
and of course you can go back and you
can modify this stuff like if
you don't want the mouth that shallow
just grab this and kind of like pull
this back a little bit
there you go nice and then for rendering
purposes being that the inside faces are
still back faced
what we could do is we could shell this
and give it like a little bit of a
thickness there
something like that might be cool nice
easy bottle okay i could scale this down
give it a different color maybe
and put this on top of our table
cool nice so we have all our components
done
one thing we could do is you know
there's a variation of this chair that's
like more of a wireframe
so maybe we can like modify the uh just
you guys are aware of this is
a possibility um turn on the edge faces
if i open up this group i can select
this surface here
and with the turbo surge selected i'll
go ahead and delete the
shell because we're not going to need
that and we'll go ahead and make the
wireframe version of this chair sheet
so i'll go edit poly
in our edge mode i'll just select all
the edges and i can use this create
shape tool
and that's going to do is basically
create splines out of the
out of the edges of that object so now
what i could do is i could just
delete the original mesh and i'm left
with the edges that we just created
i can enable these in viewport and
render
and i can scale them down a little bit
neat so now we have like the wireframe
version so if your client wanted that
version there you go
pretty simple what i can do is um
close this group i can select that
and then go attach to group and select
that group and there you go
sweet okay so we'll go ahead and rotate
this maybe and kind of like set up a
little
set up a little scene

Watch video from 78:00 - 81:00

now let's take it stick this guy here or
something
nice and i already set up a little
camera
kind of start to see how that's looking
so that's looking pretty cool right
so in the future tutorial i'm going to
do a um
you know basic lighting and camera setup
and stuff like that
for you know photo realistic rendering
and we'll apply some materials maybe to
this scene maybe to something else
uh but we might as well continue with
this scene now we have it you know
pretty
go looking pretty good so far um maybe
we'll add a little bit more detail to
these chairs and stuff but um
you know otherwise it's just looking
pretty good you can add like maybe a
vase or the flower and a book or
something here or
you know pair of eyeglasses or something
you know just some stuff to spice up the
scene a little bit
and then maybe like in the background we
could do uh
you know some wood flooring and the uh
like a you know plaster wall or whatever
and have some light
shining in and make the scene look
pretty realistic so it's already getting
there
um one last thing i already have i set
up my dude a little
biped guy and what you could do here is
um
wireframe i'll just grab the little
pivot there and
maybe move him into place a little bit
more there you go
neat so i mean this this is
pretty simple to kind of
you know model the biped and do whatever
you want with them
in the uh future video i'm going to do a
basics of animation
so we're going to be covering what you
could do with the biped adding some
animation to them
and of course a bunch of other you know
animation concepts
that you could do with macs which is
pretty fun so i'm looking forward to
that
um yeah so that is basically the extent
of this uh
3d modeling uh tutorial
so i hope you guys like learn something
about the fundamentals of modeling
just basic geometry from photographs or
from just objects that you have around
your
your house or or um you know just stuff
from like how to model stuff from
reference yeah so i hope you guys
enjoyed the tutorial um if you have any
questions
or comments please leave them in the
comments section below
um interested to hear your thoughts on
this and
if you like the tutorial please hit the
like button and subscribe for more
uh coming up in this sort of like intro
level uh
series that i'm doing here um again
thank you so much for watching and uh
we'll see you soon bye

Have you ever wanted to learn to make your own 3D models? Do you think the software is too complicated and scary? Well, this tutorial is meant to bash your ...

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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