Book Image

3ds Max Speed Modeling for 3D Artists

By : Thomas Mooney
Book Image

3ds Max Speed Modeling for 3D Artists

By: Thomas Mooney

Overview of this book

Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital. This book breaks down speed modeling workflow in 3ds Max into stages you can easily achieve, with a focus on hard surface modeling and methods you can apply to your own designs."3ds Max Speed Modeling for 3D Artists" will help level up your 3D modeling skills. It focuses on hard surface modeling, and shows the range of tools and techniques in 3ds Max 2013.This book shows content creation methods aimed at 3ds Max modelers preparing to show their skill to the industry. The key feature of modeling that artists must exhibit is speediness while preserving technical accuracy. The author helps you follow set project guidelines while pushing creativity and outlines the entire workflow from concept development to exporting a game-ready model.The book begins with introductions for new users to the interface and modeling tools, and progresses to topics aimed at users already familiar with 3ds Max, who want to improve their content creation process. You'll also see ways 3ds Max content is used with other applications, like sculpting software and game editors, and learn features of speed modeling, efficient workflow, re-use of content, and tips on getting more done, more quickly.By the end of this book you will have learned key topics in modeling, ready to face professional level work with elan.
Table of Contents (17 chapters)
3ds Max Speed Modeling for 3D Artists
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


By now you should be progressing with view navigation and have gained a feeling for just how much functionality is packed into the menus and dialogs of 3ds Max. You'll quickly find that what you're unfamiliar with at first, in the topics we've covered in this chapter, becomes intuitive with practice. By the end of the next chapter, no doubt you'll be flying around views, panels, tabs, and menus without thinking, ready for the next challenge.

We've covered a few niche methods of navigation as well as the main methods, and you'll be able to decide for yourself whether you want to use the middle mouse navigation method and hotkeys, or ViewCube and Steering Wheel. You may also want to experiment with new device-driven navigation, such as the Wi-Fi and touch-based CAD Control iPad app for 3ds Max by Maide Inc (and other Autodesk products), available on iTunes.

Besides navigation, we also considered ways to begin to customize the look of 3ds Max and make tools accessible based on your own preferences. It takes time to decide which tools are best to use and where to place them. Do you use the Quad menu, keyboard shortcuts, a toolbar, or mouse click to the default locations? Each user will develop a different preference. I've provided a complete UI preset that I like, which has most of the day-to-day modeling tools set in the Quad menu. At first it took a while for me to get used to this streamlined layout, since I was more used to the regular tool layout, but it didn't take long before I was enjoying a faster working speed. The UI preset can be found in Packt3dsMax\UI Settings\PacktUI.ui and can be loaded via the Customize menu | Load Custom UI. There is a version for 2012 and 2013. In later chapters, this UI will be referenced often, but the commands are also described in terms of their default layout in case you prefer to work with a "fresh install" style UI. One benefit of only using 3ds Max in its default state is that whenever you set it up, you're always going to be in a familiar place. However, the Packt3dsMax\UI Settings\PacktUI.ui can be set up with one command, and you can always revert back to the defaults the same way.

In the next chapter, we will look at general considerations for model handling, supposing you may want to work with an already built model. The main thrust will be toward ensuring you use 3ds Max's scene organization, visibility, and collaboration tools well. The next chapter's topics include importing of content, rendering basics, scene transforms, and setting object properties.