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

Generating model forms using Cloth


The Cloth modifier provides a powerful tool for simulating cloth deformation and animation. It can also be used to drape static sheets over other objects, such as a tarpaulin over a bike. In this section, we'll drape a cloth object over a Spike extending from the vehicle body, and in the end convert it to a net using the Lattice modifier.

  1. Open the scene \Packt3dsMax\Chapter 4\ClothStart.max. A spike has been added to the front of the vehicle, using simple extrudes and insets.

  2. In the Top view of the ground plane, add a Rectangle (Create | Shapes | Rectangle) with Length of 80 and Height of 80 and a Corner Radius of 10, as shown in the following screenshot:

  3. Add a Garment Maker modifier to the Rectangle object. What this does is generate a mesh from it that is constructed from evenly-sized polygons that are slightly irregular in distribution. For cloth simulation, this kind of mesh is better for folding than a grid-like polygon distribution (though that also...