Glossary of Useful Information (Updated Often)
I was inspired by a commenter to create this, and I understand that sometimes I may go to fast, or you may miss something, so I am putting together a glossary of only USEFUL information within 3d Max. A lot of the things in Max are for full on art studios or are just frosting to add to the cake, but this is reserved for things that only matter and hopefully I'll be able to put this is laments terms. Keep visiting because I promise to update this as often as I can and to include pictures in the future.
Important Keyboard Shortcuts
Ctrl+Left Click: Select
Alt+Left Click: Deselect
F10: Render Panel
Modifiers
Clone: To copy an object. There are two ways to copy an object, one is to use Instance which is the default setting. Instance copies an object and makes it dependent upon the parent object. Meaning that whenever you make a change to the original object, th same changes will be made to its copied. The other type of clone, is a Copy clone, which does not make the copied object dependent on the original shape.
Loft: Lofting is a way to create a shape using a line and a specified shape. For example if you wanted to make a snake, you would make a curving line (path) and then a circle as the given path. How to use: Create a Spline and then Create a shape (circle, square). Then with the line selected under geometry select Compound Objects and then Loft. Now select get shape and then click the shape. Notice your result is a snake like object.
Lathe: Lathing is a method of rotating a given shape around a central axis. This could be used to create a bishop of a chest piece. How to use it: create a shape that you would like to loathe and as a reference use the X axis. Then under modifier select Lathe and notice the rotation about the X axis.
Lattice: This is a basic way for you to add a solid outline to your shape that becomes a meshable primitive. I personally I feel that it is one of the most underrated mods used because most feel that they need to add such an affect in Photoshop. How to use: Type in some text, and go to modifiers and add a Lattice mod and watch the magic.
The following are options under Edit Poly/Edit Mesh.
Edit Poly/Edit Mesh Options: To select anyone of these options, click on the Modifier panel and from the drop down menu choose Edit Poly. Keep reading the descriptions for more instruction.
Attach: This is just as it reads, it attaches one object to another or to many objects. How to use it: Click Attach and then another object. Or click the window next to "Attach" and select a plural number of objects.
Autosmooth: This option reorients the selected polygons for a more smoother finish. There is an option to change the angle at which the new polygons are formed, but the average user will only notice how the smoothness changes when you change enter a different angle, and not take a preference for one angle over another on a general basis. How to use it: Select Polygons and the Polygons that you want to be smooth. Then scroll down (usually toward the bottom) and click Autosmooth. Now change the angles to perfect the finish.
Detach: This also is just as it reads, accept unlike Attach, it detaches a group of vertexes, edges, or polygons. How to use it: First select the edge(s), vertex(s), or polygon(s) that you would like to detach and the click detach. Next leave the Modifier panel, and use the Move button at the top toolbar to move your new selected shape.
Bevel: An option for primitives that extrudes and then scales the resultant polygon all in one step. How to use it: Choose Polygon from the list and scroll down on the panel and select Bevel. Then select a particular polygon from your model and drag the polygon up and the let go, and scale the polygon. To finish just click your mouse.
Create: You should use this option when trying to create a polygon within another polygon. For example, if there is blank space between polygons, and you want to fill that empty space with a polygon, and here's where you will do that. How to use it: Select Create, and then click on each of the vertexes of the empty space. The order of vertexes should follow in this sequence, 1rst. 2nd. 3rd. 4rth. and back to the 1rst.
Cut: An option for primitives that allows you to create a new edge on a polygon. How to use it: select your object, click the Modifier panel, chose from the drop down menu Edit Poly. Now select polygon from the list, and then scroll down and select Cut. Now with your mouse click on either an edge or a point and then select on another edge or point to make your Cut. It is a lot easier to go from point-to-point then edge-to-edge because its a whole lot more accurate.
Msmooth: This option allows you to add a mesh smooth modifier to within Edit Poly/Mesh. Unlike the independent modifier, "Meshsmooth," this option allows you to smooth out selected polygons. How to use it:Select Polygon, and then select the particular polygons that you want to make smoother. Click the Msmooth option and you will notice that the polygons become much smoother. For greater flexibility, select the window next to the option and increase or decrease the smoothness. But, remember enhancing the amount of smoothness, causes you rendering time. For another smoothing option see AutoSmooth.
Tessellate: If you wanted to create more vertexes within a polygon and to reorient the edges, and you didn't want to use Cut, well then Tesselate is your answer. How to use it: Select Polygon and the polygon that you want to add more vertexes too, and then click tessellate and you will notice the new structure of the polygon.
End of the Edit Poly/Edit Mesh Section
More Modifiers
Melt: What would otherwise be a difficult task, Max makes melting objects easy by making the process a modifier. However, the modifier does not completely melt the object, and instead it reduces it to a circular plane. How to use it: Under the Melt modifier just increase the amount and watch it melt away. A cool effect is too use Auto Key and on first frame have the object completely unmelted and on the last frame make the object into the melted circular plane.
FFD (box & cylinder): See the Lip Syncing Tutorial
Optimize: This could be primarily used for gaming or whenever there is a need to create models that take up less memory. If someone was making an expensive animation, then optimize might be a good option. How to use it: Select Object and under the Modifier Panel select Optimize. By increasing the number of Face Thresh, you can lower the amount of vertexes/faces in the overall object.
1 comments:
hi.. its a gr8 wrk u r doing.. nobody shares his knowledge for free.. gud wrk.. keep it up.. God bless.. :)
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