<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5398585603026976869</id><updated>2024-11-08T07:42:05.809-08:00</updated><category term="3d studio max"/><category term="3d max model"/><category term="Cinema model"/><category term="Blender 3d"/><category term="Cinema 4d"/><title type='text'>Free modeling 3dmax | Maya 3d | Blender 3d</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>22</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-3760106522176262188</id><published>2012-01-17T00:00:00.000-08:00</published><updated>2012-01-17T00:00:31.022-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Cinema 4d"/><title type='text'>Creating Balloon in Cinema 4d</title><content type='html'>&lt;div class=&quot;entry-content&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-full wp-image-233 aligncenter&quot; height=&quot;232&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/ballon-cinema4d.jpg&quot; title=&quot;ballon-cinema4d&quot; width=&quot;316&quot; /&gt;&lt;/div&gt;In this tutorial “Gfx Buddy” going to show you How to create a balloon in Cinema 4D and animate it with the emitter and after that the process of compositing in After Effects. Let’s ‘ve a look !&lt;br /&gt;
&lt;iframe frameborder=&quot;0&quot; height=&quot;295&quot; src=&quot;http://player.vimeo.com/video/34845698&quot; width=&quot;480&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
Source: 3dlib.org&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/3760106522176262188/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/creating-balloon-in-cinema-4d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3760106522176262188'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3760106522176262188'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/creating-balloon-in-cinema-4d.html' title='Creating Balloon in Cinema 4d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-8585306702409767054</id><published>2012-01-16T23:20:00.001-08:00</published><updated>2012-01-16T23:20:35.945-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Cinema model"/><title type='text'>Pill bottes model in cinema 4d</title><content type='html'>&lt;a href=&quot;http://3dlib.org/resource/cinema-4d-resource/pill-bottes-model-in-cinema-4d/attachment/pillbottledist/&quot; rel=&quot;attachment wp-att-217&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-217&quot; height=&quot;281&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/pillbottledist.jpg&quot; title=&quot;pillbottledist&quot; width=&quot;422&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Link download: &lt;a href=&quot;http://www.mediafire.com/?ehcrtgd48mj0rgr&quot; target=&quot;_blank&quot; title=&quot;download&quot;&gt;http://www.mediafire.com/?ehcrtgd48mj0rgr&lt;/a&gt;&lt;br /&gt;
Source: 3dlib.org</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/8585306702409767054/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/pill-bottes-model-in-cinema-4d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/8585306702409767054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/8585306702409767054'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/pill-bottes-model-in-cinema-4d.html' title='Pill bottes model in cinema 4d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-1992832996956303035</id><published>2012-01-16T23:19:00.001-08:00</published><updated>2012-01-16T23:19:53.957-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Cinema model"/><title type='text'>Street bike model cinema 4d</title><content type='html'>&lt;a href=&quot;http://3dlib.org/resource/cinema-4d-resource/street-bike-model-cinema-4d/attachment/ktm_awkbots-2/&quot; rel=&quot;attachment wp-att-213&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-213&quot; height=&quot;281&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/KTM_awkbots1.jpg&quot; title=&quot;KTM_awkbots&quot; width=&quot;500&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Link download: &lt;a href=&quot;http://www.mediafire.com/?g0986wymi942jm5&quot; target=&quot;_blank&quot; title=&quot;download&quot;&gt;http://www.mediafire.com/?g0986wymi942jm5&lt;/a&gt;&lt;br /&gt;
Source: 3dlib.org</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/1992832996956303035/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/street-bike-model-cinema-4d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/1992832996956303035'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/1992832996956303035'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/street-bike-model-cinema-4d.html' title='Street bike model cinema 4d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-5458524043179523785</id><published>2012-01-16T22:46:00.000-08:00</published><updated>2012-01-16T22:46:38.633-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Learn 3ds Max - Step by Step Architectural Modeling</title><content type='html'>&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; id=&quot;Table_01&quot; style=&quot;width: 955px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td colspan=&quot;8&quot; height=&quot;388&quot; width=&quot;897&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td valign=&quot;top&quot; width=&quot;723&quot;&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span class=&quot;heading&quot;&gt;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;u&gt;&lt;/u&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot; class=&quot;style1&quot;&gt;&lt;br /&gt;
&lt;img alt=&quot;learn autodesk 3ds max&quot; height=&quot;310&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/header.jpg&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;maintext&quot;&gt;This tutorial will teach you the  basic architectural modeling and working with   Editable Poly. This  tutorial is strictly for those which opening the Autodesk   3ds max  first time or frightened with the number of buttons and options in 3ds    Max, but in the beginning you will only use some of them.&lt;br /&gt;
&lt;br /&gt;
Before we start   working, we&#39;ll set some parameters in  program preferences, so there would be no   errors while working.               From main toolbar select Customize - Preferences. Thank    on Viewports tab, select Backface Cull on object Creation.               This will prevent   some weird orientation of faces of  your object later. I suggest you to keep this   option always turned on  when working in 3ds Max.&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;               &lt;br /&gt;
&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;                   &lt;td&gt;&lt;div align=&quot;center&quot;&gt;&lt;img height=&quot;364&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/3dsMax_tut_01.jpg&quot; width=&quot;350&quot; /&gt;&lt;br /&gt;
&lt;img height=&quot;545&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/3dsMax_tut_02.jpg&quot; width=&quot;540&quot; /&gt;&lt;/div&gt;&lt;/td&gt;                 &lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;br /&gt;
The first thing you see   are 4 viewports that let you see  your object from different sides. Right-click   each viewport that you  want to work with. The selected viewport will be   highlighted.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part12.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part13.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part14.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part15.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part16.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part17.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part18.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part19.png&quot; width=&quot;720&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img height=&quot;560&quot; src=&quot;http://www.cgarena.com/freestuff/tutorials/max/learn3dsmax/part1/BasicInteriorModeling_Part110.png&quot; width=&quot;720&quot; /&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;
Source:www.cgarena.com</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/5458524043179523785/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/learn-3ds-max-step-by-step.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5458524043179523785'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5458524043179523785'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/learn-3ds-max-step-by-step.html' title='Learn 3ds Max - Step by Step Architectural Modeling'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-3979243739584480169</id><published>2012-01-16T22:40:00.000-08:00</published><updated>2012-01-16T22:40:28.060-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>How to Make Tooth Paste in 3D Max</title><content type='html'>&lt;h2&gt;Step 1:&lt;/h2&gt;Create cylinder from standard primitives with following parameters.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 1 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-1.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 2:&lt;/h2&gt;Convert this object to poly.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 2 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-2.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 3:&lt;/h2&gt;Select the vertices and adjust&lt;br /&gt;
the shape.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 3 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-3.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;img alt=&quot;tooth paste 4 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-4.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 4:&lt;/h2&gt;Select the following face with Polygon and apply bevel.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 5 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-5.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 5:&lt;/h2&gt;Use bevel and inset .&lt;br /&gt;
&lt;img alt=&quot;tooth paste 6 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-6.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 6:&lt;/h2&gt;Select the following face of the&lt;br /&gt;
object and apply extrude.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 7 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-7.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 7:&lt;/h2&gt;Turn on swift loop for add segments.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 8 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-8.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 8:&lt;/h2&gt;Add segments to tighten the edges of the objects.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 9 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-9.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;img alt=&quot;tooth paste 10 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-10.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 9:&lt;/h2&gt;Turn on the nurms for meshsmooth.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 11 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-11.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 10:&lt;/h2&gt;Shape up the following vertices.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 12 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-12.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 11:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Press (M) key for material editor.&lt;/li&gt;
&lt;li&gt;Change the following Parameters.&lt;/li&gt;
&lt;li&gt;Drag and drop the material on the Object.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 13 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-13.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 12:&lt;/h2&gt;Change the second material.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 14 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-14.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 13:&lt;/h2&gt;Scroll down the 2nd material slot and apply Image based reflection .&lt;br /&gt;
&lt;img alt=&quot;tooth paste 15 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-15.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
Use this image:&lt;br /&gt;
&lt;img alt=&quot;tooth paste 16 How to Make Tooth Paste in 3D Max&quot; height=&quot;411&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-16.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 14:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Select the object go to the modify&lt;br /&gt;
for polygon.&lt;/li&gt;
&lt;li&gt;Turn on polygon and select&lt;/li&gt;
&lt;li&gt;Following faces of the object.&lt;/li&gt;
&lt;li&gt;Drag n drop the material on the&lt;br /&gt;
selected faces.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 17 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-17.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 15:&lt;/h2&gt;Select another material slot for Graphics.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 19 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-19.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
Graphics used:&lt;br /&gt;
&lt;img alt=&quot;tooth paste 18 How to Make Tooth Paste in 3D Max&quot; height=&quot;220&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-18.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 16:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Select these faces&lt;/li&gt;
&lt;li&gt;Turn on the (show standard&lt;br /&gt;
map in viewport) button. To&lt;br /&gt;
view the map in the viewport.&lt;/li&gt;
&lt;li&gt;Drag n drop the material.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 20 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-20.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 17:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Adjustment of graphic map&lt;/li&gt;
&lt;li&gt;While selecting the following&lt;br /&gt;
faces go the modifier list.&lt;/li&gt;
&lt;li&gt;Apply uvw map for adjustment.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 21 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-21.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 18:&lt;/h2&gt;Try to adjust the map by moving&lt;br /&gt;
gizmo and following parameters.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 22 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-22.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 19:&lt;/h2&gt;After adjustment of graphic map of select object’s faces with&lt;br /&gt;
uvw map.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 23 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-23.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 20:&lt;/h2&gt;Create line for paste.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 25 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-25.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 21:&lt;/h2&gt;Draw line from left view.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 26 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-26.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 22:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Go to the top view port.&lt;/li&gt;
&lt;li&gt;Select the line and go to the&lt;br /&gt;
modify panel.&lt;/li&gt;
&lt;li&gt;Turn on the vertex and adjust the&lt;br /&gt;
line.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 27 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-27.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 23:&lt;/h2&gt;Create circle from the shape.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 28 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-28.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 24:&lt;/h2&gt;Select the line and open the&lt;br /&gt;
compound object panel.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 29 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-29.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 25:&lt;/h2&gt;Click on the get shape button then select the circle.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 30 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-30.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 26:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Select the loft object.&lt;/li&gt;
&lt;li&gt;Go to the modify panel.&lt;/li&gt;
&lt;li&gt;Open deformations and click&lt;br /&gt;
on the scale.&lt;/li&gt;
&lt;li&gt;Scale deformation window will&lt;br /&gt;
appears.&lt;/li&gt;
&lt;li&gt;Click on the Bezier point to insert&lt;br /&gt;
the points on the scale line.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 32 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-32.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 27:&lt;/h2&gt;Insert points and adjust the following scale line.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 33 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-33.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 28:&lt;/h2&gt;Create cylinder with following parameters for cap.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 34 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-34.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 29:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Convert this object to poly.&lt;/li&gt;
&lt;li&gt;Select the following face and hit delete.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 35 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-35.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 30:&lt;/h2&gt;Select the following faces .&lt;br /&gt;
&lt;img alt=&quot;tooth paste 36 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-36.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 31:&lt;/h2&gt;Extrude the following faces.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 37 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-37.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 32:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Go to the modifier list and apply&lt;br /&gt;
shell for wall thickness.&lt;/li&gt;
&lt;li&gt;Adjust the following parameters&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 38 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-38.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 33:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Go to the modifier list again and apply taper .&lt;/li&gt;
&lt;li&gt;Adjust the following parameters.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 39 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-39.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 34:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Open material editor again and create following material for paste and cap.&lt;/li&gt;
&lt;li&gt;Apply white material on the cap.&lt;/li&gt;
&lt;li&gt;Blue on trhe paste.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 40 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-40.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 35:&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Create plane for ground base.&lt;/li&gt;
&lt;li&gt;Create and apply following material&lt;br /&gt;
on the plane.&lt;/li&gt;
&lt;/ol&gt;&lt;img alt=&quot;tooth paste 41 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-41.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 36:&lt;/h2&gt;Go to the standard lights and create sky light with following parameters.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 42 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-42.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;h2&gt;Step 37:&lt;/h2&gt;Finally render the scene using (F9)&lt;br /&gt;
key.&lt;br /&gt;
&lt;img alt=&quot;tooth paste 43 How to Make Tooth Paste in 3D Max&quot; height=&quot;423&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-43.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;550&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;h2&gt;Final Result:&lt;/h2&gt;&lt;img alt=&quot;tooth paste final How to Make Tooth Paste in 3D Max&quot; height=&quot;385&quot; src=&quot;http://www.tutorialspalace.com/wp-content/uploads/2011/02/tooth-paste-final.jpg&quot; title=&quot;How to Make Tooth Paste in 3D Max&quot; width=&quot;580&quot; /&gt;&lt;br /&gt;
source:3dlib.org</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/3979243739584480169/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/how-to-make-tooth-paste-in-3d-max.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3979243739584480169'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3979243739584480169'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/how-to-make-tooth-paste-in-3d-max.html' title='How to Make Tooth Paste in 3D Max'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-781510946541867741</id><published>2012-01-16T22:35:00.000-08:00</published><updated>2012-01-16T22:35:24.602-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Particle Dispersion Effect Using 3DS Max and Particle Flow</title><content type='html'>&lt;div class=&quot;entry-content&quot;&gt;&lt;h3&gt;&lt;/h3&gt;There are lots of similar animations on the Internet but I couldn’t actually find a good tutorial that is explaining how to create effect like this so here you can find one. First let’s take a look at the final animation and a sample screenshot from the middle of the movie.&lt;br /&gt;
&lt;img alt=&quot;final&quot; height=&quot;311&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/final.jpg&quot; title=&quot;final&quot; width=&quot;600&quot; /&gt; &lt;ins&gt;&lt;ins id=&quot;aswift_0_anchor&quot;&gt;&lt;/ins&gt;&lt;/ins&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;h3&gt;Usage&lt;/h3&gt;That’s what we are going to create but before we start I’d like to point out some possible methods of creating this effect that I’m familiar with and some situations where you may find it useful. Effects like this one are usually very basic stuff and at the same time they have a wide usage anytime when you want to:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;dissolve,&lt;/li&gt;
&lt;li&gt;explode,&lt;/li&gt;
&lt;li&gt;burn,&lt;/li&gt;
&lt;li&gt;destroy,&lt;/li&gt;
&lt;li&gt;hide,&lt;/li&gt;
&lt;li&gt;and more…&lt;/li&gt;
&lt;/ul&gt;something in a quick, simple and believable way. You can do it using different techniques and some examples include:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;using modifiers such as “delete mesh”&lt;/li&gt;
&lt;li&gt;using plug-ins like RayFire that are affecting object’s mesh&lt;/li&gt;
&lt;li&gt;using materials that are not affecting mesh but making object invisible.&lt;/li&gt;
&lt;/ul&gt;Here I will show you the third method because that one works best for me and is probably the best one in most cases, especially, when it doesn’t have to be perfect. Also it’s probably the quickest one to do and it gives you relatively the best results. So, of course you don’t have to play with all your mesh because it is much more complicated, time consuming and hard to calculate on average computer that you are probably working on at the moment, than if you had to use particles that are in a matter of fact made for such things. We won’t even touch our object (excluding a need of selecting it occasionally) but we will hide it using materials instead and let particles simulating sand appear in the correct place and time.&lt;br /&gt;
&lt;h3&gt;Step 1 – Objects to disperse&lt;/h3&gt;Open up your Max and create some kind of an object. I chose teapot because it is more complex and has more details than other objects. It doesn’t really matter if it’s big or small. I used 40 centimeters for radius so I was playing with quite big teapot &lt;img alt=&quot;:)&quot; src=&quot;http://forcg.com/wp-includes/images/smilies/icon_smile.gif&quot; /&gt; . Don’t forget that size does matter if you are going to render your scene. Some rendering engines works better if you keep real world dimensions.&lt;br /&gt;
&lt;img alt=&quot;image1&quot; height=&quot;342&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image1.jpg&quot; title=&quot;image1&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 2 – Setting Up Particle Flow&lt;/h3&gt;Once you’ve done that turn on &lt;b&gt;Particle View&lt;/b&gt; window. Usually it’s under 6 hotkey so you only have to hit 6 right after you’ve made teapot but if it doesn’t work go to Graph Editors -&amp;gt; Particle View in the top menu of your 3ds Max. Right click in the window that will appear and create Empty Flow (under Particle System section). Then create Birth right next to that and connect them together (find part of table that makes your mouse cursor like 3 arrows pointing to the center and drag and drop this part of your table on the top of another).&lt;br /&gt;
&lt;img alt=&quot;image2&quot; height=&quot;847&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image2.jpg&quot; title=&quot;image2&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 3 – Modyfing Particle Flow&lt;/h3&gt;We have to modify a list of items by adding there some new objects. Right-click again and add Position Object, Force and Shape from a list.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Position Object – because we want to add our teapot (or whatever you are using) to a system&lt;/li&gt;
&lt;li&gt;Force – because we want to add wind (otherwise particles won’t fly away)&lt;/li&gt;
&lt;li&gt;Shape – because we want to see particles on renders&lt;/li&gt;
&lt;/ul&gt;We have to modify all of them slightly before we can go any further but first let’s add one more thing to our scene.&lt;br /&gt;
&lt;img alt=&quot;image3&quot; height=&quot;378&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image3.jpg&quot; title=&quot;image3&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 4&lt;/h3&gt;Go to Space Warps, choose Forces and then Wind. Place it somewhere on your scene. Again it can be either big or small as you wish because it doesn’t make any difference except it’s easier to find in viewports. I made it around 10 meters. Rotate and move it a bit so that it has direction in which you want your particles to fly. You can also make it falling ground but in this tutorial I’ll only cover flying.&lt;br /&gt;
Once you have your wind you can modify its setting. I found that standard wind’s strength is too high so it’s good idea to decrease it a little bit. Also you’ll probably want to add some turbulence to it so that it won’t go perfectly straight. Try to change other settings here if you won’t satisfied when we’ll be able to see the result (we can’t yet).&lt;br /&gt;
&lt;img alt=&quot;image4&quot; height=&quot;662&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image4.jpg&quot; title=&quot;image4&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 5&lt;/h3&gt;Go back to Particle View and select Position Object. Add your teapot to Emitter Objects list.&lt;br /&gt;
&lt;h3&gt;Step 6&lt;/h3&gt;Now choose Force and obviously you have to add there your forces. In our case there is only wind.&lt;br /&gt;
&lt;h3&gt;Step 7&lt;/h3&gt;Go to Display and choose there your particles’ color as well as their type. I decided to make them look like a sand so I think Dots and yellowish color will be great.&lt;br /&gt;
&lt;img alt=&quot;image5&quot; height=&quot;543&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image5.jpg&quot; title=&quot;image5&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 8&lt;/h3&gt;Now select Shape and decrease its size a lot like for example to 1cm or 2cm.&lt;br /&gt;
&lt;h3&gt;Step 9&lt;/h3&gt;Go to the Birth and change Emit Stop to something bigger like 50 and Amount to something really high. I think 20,000 would be enough for now but for the final renders you’ll probably need to increase this number to around 100,000 (depending on how many particles you need). Finally we can close that and get back to viewports and our teapot. Animation is already there. Maybe values I chose are not good for you but always you can play with them as you like. Now it’s good time for that. If it slows down your computer don’t worry. You can go to your PE Source settings and look for Quantity Settings. Decrease Viewport % a bit and it will show less particles in your viewport but still they will be visible on your renders.&lt;br /&gt;
&lt;img alt=&quot;image6&quot; height=&quot;479&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image6.jpg&quot; title=&quot;image6&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 10&lt;/h3&gt;We can get back to our teapot again. We want it to disappear and that can be done using gradient ramp as an opacity map. Opacity slot as many others works that way it grabs value from color of any grayscale map and make your objects more or less transparent. For instance, if you will put there black bitmap it will be invisible all the time because black has value of 0. Go to Material Editor (M) and select one of the material slots. Select opacity slot and then change it from NONE to Gradient Ramp.&lt;br /&gt;
&lt;img alt=&quot;image7&quot; height=&quot;470&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image7.jpg&quot; title=&quot;image7&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;
&lt;h3&gt;Step 11&lt;/h3&gt;Basically what we want to achieve is animated material which will make teapot disappear while there are particles flying around. We need to animate gradient and make it change from white at the beginning to black at the end during 100 frames. It’s a bit complicated process. Try to even set key frames for already set indicators (colors)(for instance if indicator is already white set it white again anyway when you move it to another position). Turn the Set Key mode on and go to the 1st frame.&lt;br /&gt;
&lt;ol&gt;&lt;li&gt;Frame: 1 – 1% indicator set to black and rest white at positions 2%, 3% and one at 100%&lt;/li&gt;
&lt;li&gt;Frame: 2 – 1% and 2% indicators set to black and rest white at positions like before (remember to change their color to the same color here even if they already have this color – this will make key frame)&lt;/li&gt;
&lt;li&gt;Frame: 98 – move indicators from 2% and 3% to accordingly 98% and 99% (1% indicator is black and 2% indicator is white all the time)&lt;/li&gt;
&lt;li&gt;Frame: 99 – 99% indicator set to black and rest black but 100% is still white&lt;/li&gt;
&lt;li&gt;Frame 100 – 100% indicator set to black and rest are black&lt;/li&gt;
&lt;/ol&gt;Now you should have nice gradient moving from left to the right. It may be hard to achieve so I’ve prepared a video presenting whole process. Make sure to turn on Set Key mode as I did and to press key button each frame to create a key frame.&lt;br /&gt;
A couple things to note:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;to see material’s key frames on your time line you have to add this material to teapot or other object first&lt;/li&gt;
&lt;li&gt;you will have to move key frames then because particles are starting to appear slowly and you want your teapot to disappear only when there is a lot of particles already and not right after animation starts.&lt;/li&gt;
&lt;/ul&gt;&lt;h3&gt;Step 12&lt;/h3&gt;If we now render that at for example 50th frame it will be ok for some objects but not for teapot. You have to add some mapping to it. Modifier called UVW Map should work fine with standard settings but simple objects like teapot. Animation is ready. It looks almost or exactly like we wanted to but you can play with gradient a bit and make it softer or add there some noise to make effect better. I’ve set my noise amount to 0,08, size to 0,93 and mode to Fractal.&lt;br /&gt;
&lt;a href=&quot;http://forcg.com/wp-content/uploads/2009/07/image8.jpg&quot;&gt;&lt;img alt=&quot;image8&quot; height=&quot;375&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/image8.jpg&quot; title=&quot;image8&quot; width=&quot;600&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;h3&gt;Conclusion&lt;/h3&gt;Well, that is all for now. I hope you enjoyed my tutorial. As I mentioned you can use this effect in variety of ways. Especially it is useful when you are going to burn something and want to burnt part of your object disappear, when you want to make an explosion and want your object to disappear consecutively part by part. It doesn’t require much calculating power as it is with modifying mesh and gives you quite good results.&lt;br /&gt;
&lt;img alt=&quot;final&quot; height=&quot;311&quot; src=&quot;http://forcg.com/wp-content/uploads/2009/07/final.jpg&quot; title=&quot;final&quot; width=&quot;600&quot; /&gt; &lt;ins&gt;&lt;ins id=&quot;aswift_1_anchor&quot;&gt;&lt;/ins&gt;&lt;/ins&gt;&lt;br /&gt;
&lt;div&gt;The &lt;a href=&quot;http://www.testking.com/220-701.htm&quot;&gt;220-701&lt;/a&gt; online training program offers great collection of design work for inspiration. Download the &lt;a href=&quot;http://www.testking.com/350-030.htm&quot;&gt;350-030&lt;/a&gt; tutorials and &lt;a href=&quot;http://www.testking.com/PMI-001.htm&quot;&gt;PMI-001&lt;/a&gt; guide to learn the best web design practices.&lt;/div&gt;&lt;div&gt;Source: 3dlib.org&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/781510946541867741/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/particle-dispersion-effect-using-3ds.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/781510946541867741'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/781510946541867741'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/particle-dispersion-effect-using-3ds.html' title='Particle Dispersion Effect Using 3DS Max and Particle Flow'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-3562442343940020994</id><published>2012-01-16T22:22:00.000-08:00</published><updated>2012-01-16T22:22:09.341-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Blender 3d"/><title type='text'>Creating Realistic Facial Cream in Blender 3d</title><content type='html'>&lt;div class=&quot;hentry post publish post-1 odd author-3dlib category-modeling-blender-3d&quot; id=&quot;post-222&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;entry-content&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-223&quot; height=&quot;320&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/Creating-Realistic-Facial-Cream-in-Blender-3d.jpg&quot; title=&quot;Creating-Realistic-Facial-Cream-in-Blender-3d&quot; width=&quot;580&quot; /&gt;&lt;br /&gt;
In this tutorial author “Aditia A. Pratama” going to show you the process of Creating Realistic Facial Cream in Blender 3d. This covers the whole process of Modeling, Texturing, Rigging and Rendering. For more information visit Fossgrafis.&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;b&gt;In Part 1 tutorial you will learn :&lt;/b&gt;&lt;br /&gt;
- How to model a &lt;span style=&quot;text-decoration: underline;&quot;&gt;facial cream&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
- How to set parent on the object&lt;br /&gt;
&lt;br /&gt;
- How to create rig for controlling the lid&lt;br /&gt;
&lt;b&gt;TUTORIAL PART 1/2:&lt;/b&gt;&lt;br /&gt;
&lt;iframe frameborder=&quot;0&quot; height=&quot;295&quot; src=&quot;http://player.vimeo.com/video/33772741&quot; width=&quot;480&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;div&gt;&lt;b&gt;In part 2 tutorial we’ll going to learn:&lt;/b&gt;&lt;br /&gt;
- How to UV unwrapping in Cycles render&lt;br /&gt;
&lt;br /&gt;
- Using Inkscape to create texture&lt;br /&gt;
&lt;br /&gt;
- light up your scene using HDRI&lt;br /&gt;
&lt;iframe frameborder=&quot;0&quot; height=&quot;295&quot; src=&quot;http://player.vimeo.com/video/34013662&quot; width=&quot;480&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
Source: 3dlib.org&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/3562442343940020994/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/creating-realistic-facial-cream-in.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3562442343940020994'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3562442343940020994'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/creating-realistic-facial-cream-in.html' title='Creating Realistic Facial Cream in Blender 3d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-5581809136975612096</id><published>2012-01-10T16:35:00.000-08:00</published><updated>2012-01-16T23:08:03.488-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d max model"/><title type='text'>ArchInteriors model 3dmax – 02</title><content type='html'>&lt;div style=&quot;background-color: white; border-style: none; color: #444444; font-family: Arial,Verdana,sans-serif; font-size: 15px; line-height: 25px; margin-bottom: 25px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;&lt;a href=&quot;http://3dlib.org/resource/3d-max-resource/archinteriors-model-3dmax-02/attachment/3dlib-archinteriors_14_02/&quot; rel=&quot;attachment wp-att-197&quot; style=&quot;background-color: transparent; border-style: none; color: black; cursor: pointer; margin: 0px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-large wp-image-197&quot; height=&quot;300&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/3dlib-ArchInteriors_14_02-1024x512.jpg&quot; style=&quot;background-color: transparent; border: 1px solid rgb(192, 192, 192); clear: both; height: auto; margin: 0px 0px 25px; max-width: 560px; outline-style: none; padding: 2px; text-decoration: none; vertical-align: baseline;&quot; title=&quot;3dlib-ArchInteriors_14_02&quot; width=&quot;600&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style=&quot;background-color: white; border-style: none; color: #444444; font-family: Arial,Verdana,sans-serif; font-size: 15px; line-height: 25px; margin-bottom: 25px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;Link download:&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/file/4u18dsipp9xcmsu/3dlib.org-ArchInteriors-02.rar&quot; style=&quot;background-color: transparent; border-style: none; color: black; cursor: pointer; margin: 0px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;http://www.mediafire.com/file/4u18dsipp9xcmsu/3dlib.org-ArchInteriors-02.rar&lt;/a&gt;&lt;/div&gt;&lt;div style=&quot;background-color: white; border-style: none; color: #444444; font-family: Arial,Verdana,sans-serif; font-size: 15px; line-height: 25px; margin-bottom: 25px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;Source: 3dlib.org&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/5581809136975612096/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/archinteriors-model-3dmax-02.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5581809136975612096'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5581809136975612096'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/archinteriors-model-3dmax-02.html' title='ArchInteriors model 3dmax – 02'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-4861750739175413719</id><published>2012-01-10T16:34:00.000-08:00</published><updated>2012-01-16T23:08:49.811-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d max model"/><title type='text'>ArchInteriors model 3dmax – 01</title><content type='html'>&lt;div style=&quot;background-color: white; border-style: none; color: #444444; font-family: Arial,Verdana,sans-serif; font-size: 15px; line-height: 25px; margin-bottom: 25px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone&quot; height=&quot;465&quot; src=&quot;http://i1109.photobucket.com/albums/h423/i3dmax/3dlib/3dlib-ArchInteriors_14_01.jpg&quot; style=&quot;background-color: transparent; border: 1px solid rgb(192, 192, 192); clear: both; height: auto; margin: 0px 0px 25px; max-width: 560px; outline-style: none; padding: 2px; text-decoration: none; vertical-align: baseline;&quot; title=&quot;3dlib-ArchInteriors_14_01&quot; width=&quot;1023&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;background-color: white; border-style: none; color: #444444; font-family: Arial,Verdana,sans-serif; font-size: 15px; line-height: 25px; margin-bottom: 25px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;Link download:&lt;a href=&quot;http://www.mediafire.com/file/jv33yowq7iqmub2/3dlib.org-ArchInteriors-01.rar&quot; style=&quot;background-color: transparent; border-style: none; color: black; cursor: pointer; margin: 0px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot; title=&quot;download&quot;&gt;&amp;nbsp;http://www.mediafire.com/file/jv33yowq7iqmub2/3dlib.org-ArchInteriors-01.rar&lt;/a&gt;&lt;/div&gt;&lt;div style=&quot;background-color: white; border-style: none; color: #444444; font-family: Arial,Verdana,sans-serif; font-size: 15px; line-height: 25px; margin-bottom: 25px; outline-style: none; padding: 0px; text-decoration: none; vertical-align: baseline;&quot;&gt;Source: 3dlib.org&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/4861750739175413719/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/archinteriors-model-3dmax-01.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/4861750739175413719'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/4861750739175413719'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/archinteriors-model-3dmax-01.html' title='ArchInteriors model 3dmax – 01'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i1109.photobucket.com/albums/h423/i3dmax/3dlib/th_3dlib-ArchInteriors_14_01.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-8879035148186994279</id><published>2012-01-09T06:24:00.001-08:00</published><updated>2012-01-16T23:08:34.015-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Couches modeling 3d</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;a href=&quot;http://3dlib.org/resource/3d-max-resource/couches-modeling-3d/attachment/couch/&quot; rel=&quot;attachment wp-att-176&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-176&quot; height=&quot;308&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/couch.jpg&quot; title=&quot;couch&quot; width=&quot;478&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Link download:&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/file/gc5rb2cie28sdf2/3dlib.org-couches.rar&quot; target=&quot;_blank&quot; title=&quot;couches model&quot;&gt;http://www.mediafire.com/file/gc5rb2cie28sdf2/3dlib.org-couches.rar&lt;/a&gt;&lt;br /&gt;
Source:&lt;a href=&quot;http://3dlib.org%20/&quot;&gt; 3dlib.org &lt;/a&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/8879035148186994279/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/couches-modeling-3d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/8879035148186994279'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/8879035148186994279'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/couches-modeling-3d.html' title='Couches modeling 3d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-3645371791922428498</id><published>2012-01-09T06:23:00.001-08:00</published><updated>2012-01-16T23:09:19.760-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d max model"/><title type='text'>Tables modeling 3d</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;a href=&quot;http://3dlib.org/resource/3d-max-resource/tables-modeling-3d/attachment/table/&quot; rel=&quot;attachment wp-att-172&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-172&quot; height=&quot;308&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/table.jpg&quot; title=&quot;table&quot; width=&quot;478&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Link download:&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/file/606xsad322bjvc9/3dlib.org-tables.rar&quot; target=&quot;_blank&quot; title=&quot;table&quot;&gt;http://www.mediafire.com/file/606xsad322bjvc9/3dlib.org-tables.rar&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Source: &lt;a href=&quot;http://3dlib.org%20/&quot;&gt;3dlib.org &lt;/a&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/3645371791922428498/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/tables-modeling-3d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3645371791922428498'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/3645371791922428498'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/tables-modeling-3d.html' title='Tables modeling 3d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-2819186037870152870</id><published>2012-01-09T06:22:00.000-08:00</published><updated>2012-01-16T23:10:10.502-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d max model"/><title type='text'>Bed modeling 3d</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;a href=&quot;http://3dlib.org/resource/3d-max-resource/bed-modeling-3d/attachment/bed/&quot; rel=&quot;attachment wp-att-168&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-168&quot; height=&quot;308&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/bed.jpg&quot; title=&quot;bed&quot; width=&quot;478&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Link download:&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/file/msnfo31fvvugava/3dlib.org-beds.rar&quot; target=&quot;_blank&quot; title=&quot;bed&quot;&gt;http://www.mediafire.com/file/msnfo31fvvugava/3dlib.org-beds.rar&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Source: &lt;a href=&quot;http://3dlib.org%20/&quot;&gt;http://3dlib.org &lt;/a&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/2819186037870152870/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/bed-modeling-3d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/2819186037870152870'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/2819186037870152870'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/bed-modeling-3d.html' title='Bed modeling 3d'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-4201120948834273311</id><published>2012-01-08T23:19:00.000-08:00</published><updated>2012-01-16T23:10:24.387-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d max model"/><title type='text'>Chair modeling free</title><content type='html'>&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-162&quot; height=&quot;308&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/chair.jpg&quot; title=&quot;chair&quot; width=&quot;478&quot; /&gt;&lt;br /&gt;
Link download:&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/file/ih0dc7uhhngexny/3dlib.org-chairs.rar&quot; target=&quot;_blank&quot; title=&quot;download&quot;&gt;http://www.mediafire.com/file/ih0dc7uhhngexny/3dlib.org-chairs.rar&lt;/a&gt;&lt;br /&gt;
Source: 3dlib.org</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/4201120948834273311/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/chair-modeling-free.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/4201120948834273311'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/4201120948834273311'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/chair-modeling-free.html' title='Chair modeling free'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-4604528117849143527</id><published>2012-01-08T23:18:00.000-08:00</published><updated>2012-01-16T23:10:41.929-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d max model"/><title type='text'>Armchair modeling free</title><content type='html'>&lt;img alt=&quot;&quot; class=&quot;alignnone  wp-image-158&quot; height=&quot;308&quot; src=&quot;http://3dlib.org/wp-content/uploads/2012/01/armchairs-300x193.jpg&quot; title=&quot;armchairs&quot; width=&quot;478&quot; /&gt;&lt;br /&gt;
Link download:&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/file/rgga9mji9zxvivr/3dmax.org-arm-chairs.rar&quot; target=&quot;_blank&quot; title=&quot;download&quot;&gt;http://www.mediafire.com/file/rgga9mji9zxvivr/3dmax.org-arm-chairs.rar&lt;/a&gt;&lt;br /&gt;
Source: 3dlib.org</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/4604528117849143527/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/armchair-modeling-free.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/4604528117849143527'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/4604528117849143527'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/armchair-modeling-free.html' title='Armchair modeling free'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-5870446864198453979</id><published>2012-01-07T05:33:00.000-08:00</published><updated>2012-01-16T23:09:39.738-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Modeling Buildings Using Modifiers – Part 3</title><content type='html'>&lt;b&gt;Part 3. Creating the Metallic Shell&lt;/b&gt;&lt;br /&gt;
In this lesson, you will create another reference object and apply  additional polygon editing techniques that will cloak the building in a  metallic shell. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-1908&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-1907&quot;&gt;&lt;/a&gt;Set up the lesson:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72fd&quot;&gt;&lt;/a&gt;Continue working on your scene from the previous lesson, or &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_scene_open.png&quot; /&gt;open \modeling\highrise\building1_mullions.max.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-670b&quot;&gt;&lt;/a&gt;You  will start by temporarily deactivating the modifiers on the glazing  object, so you can work with the polygons of the shell object more  easily.&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72ff&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72fe&quot;&gt;&lt;/a&gt;Create a metallic shell for the building:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72fc&quot;&gt;&lt;/a&gt;Press H and use the Select From Scene dialog to select the &lt;i&gt;Building 1 – Glazing&lt;/i&gt; object. On the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/tab/tab_modify.png&quot; /&gt; Modify Panel, in the modifier stack, click the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/ico/ico_lightbulb_on.png&quot; /&gt; (light-bulb icon) to the left of each modifier to turn off the effect of the modifier. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-670a&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_mod_list_deslct.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72fb&quot;&gt;&lt;/a&gt;From the menu bar, choose Edit &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Clone. In the Clone Options dialog &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Object group, choose Reference and change the name of the object to &lt;i&gt;Building 1 – Metallic Shell&lt;/i&gt;.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6709&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/dlg_clone_shell.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72fa&quot;&gt;&lt;/a&gt;With the shell object selected, right-click the active viewport and from the quad menu, choose Isolate Selection.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6707&quot;&gt;&lt;/a&gt;From the Modifier List, choose Edit Poly.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-533b&quot;&gt;&lt;/a&gt;Right-click the Perspective viewport if it is not already active. &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_zoom.png&quot; /&gt; Zoom, &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_orbit.png&quot; /&gt; orbit, and &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_pan.png&quot; /&gt; pan until the bottom of the building is clearly visible.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b104a&quot;&gt;&lt;/a&gt;On the Selection rollout, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_mesh_subobject_poly.png&quot; /&gt; (Polygon) to turn it on.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6705&quot;&gt;&lt;/a&gt; &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object_on.png&quot; /&gt;Select  the middle polygon on the bottom of the building. On the Selection  rollout, click Grow repeatedly until you have the entire bottom  selected. Press Delete to remove the polygons.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6704&quot;&gt;&lt;/a&gt;You now need to remove additional polygons to create the window pattern on the building exterior.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5653&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5652&quot;&gt;&lt;/a&gt;Create openings for the front and back of the building shell:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b104b&quot;&gt;&lt;/a&gt;Press Shift+Z repeatedly to undo viewport changes until you can see the entire building again.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72f4&quot;&gt;&lt;/a&gt;In the  Perspective view, click Front on the ViewCube, then right-click the  ViewCube and from the pop-up menu, choose Orthographic.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-2231e4b3128f27ee529-394a&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/mnu_viewcube_right_click_ortho.png&quot; /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6703&quot;&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div&gt;TipIf the ViewCube is not visible in your viewports, from the General viewport label menu (“[+]”) choose ViewCube &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Show The ViewCube.&lt;/div&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-2231e4b3128f27ee529-3949&quot;&gt;&lt;/a&gt;You will be  selecting faces on both the front and back of the building, and this is  more reliable in Orthographic views. (In a Perspective view, the  Perspective projection can cause selection to choose back faces that are  out of alignment with the front.)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-2231e4b3128f27ee529-3948&quot;&gt;&lt;/a&gt;On the Selection rollout, make sure that Ignore Backfacing is turned off (it is off by default).&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-2231e4b3128f27ee529-3947&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/del_ignore_backfacing_off.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-2231e4b3128f27ee529-3946&quot;&gt;&lt;/a&gt;While Ignore Backfacing is off, selecting a face on the front of the building also selects the corresponding face on the back.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b104c&quot;&gt;&lt;/a&gt;Press Alt+W to maximize the viewport.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6702&quot;&gt;&lt;/a&gt;Turn on &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object.png&quot; /&gt;  (Select Object). Ctrl+click+drag to select a 5×15 grid of polygons in  the upper portion of the model, leaving one row of polygons unselected  at each edge of the building.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5651&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_rec_selected_top.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b104d&quot;&gt;&lt;/a&gt;This selects polygons on both the front and back faces of the model.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6701&quot;&gt;&lt;/a&gt;Alt+click  to remove each corner polygon from the selection, as shown in the  illustration. This removes the selected polygons on the front and back  faces of the model.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6700&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_rec_selected_start.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72f1&quot;&gt;&lt;/a&gt;Ctrl+click+drag  to select the remaining polygons, as shown in the next illustration.  Use the Alt+drag technique to remove polygons from the corners of the  window patterns, and the archway of the entrance.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66ff&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_rec_selected_all.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72f0&quot;&gt;&lt;/a&gt;Press Delete to delete all of the selected polygons on the front and back of the building.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5650&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_shell_front_back_open.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-533a&quot;&gt;&lt;/a&gt;Next, you will remove polygons from the sides of the building, using a slightly different pattern.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-564f&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-564e&quot;&gt;&lt;/a&gt;Create openings for the sides of the building shell:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72ef&quot;&gt;&lt;/a&gt;Use the ViewCube to change to a Left view of the building.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-564d&quot;&gt;&lt;/a&gt;Select polygons in a pattern of 5×7, 5×15, 5×15, and 5×8, with the corners removed, as shown in the illustration.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66fe&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_rec_selected_side.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66fd&quot;&gt;&lt;/a&gt;Press Delete to delete the polygons.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-564c&quot;&gt;&lt;/a&gt;Press Shift+Z until the viewport shows a perspective view again.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-54da&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_shell_sides_open.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5339&quot;&gt;&lt;/a&gt;Next, you will edit the building edges to make them rounded.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-564b&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-564a&quot;&gt;&lt;/a&gt;Chamfer the corners of the shell:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72ee&quot;&gt;&lt;/a&gt;On the Selection rollout, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_mesh_subobject_edge.png&quot; /&gt; (Edge).&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66fc&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_selection_edge.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5649&quot;&gt;&lt;/a&gt;In the  Perspective view, zoom in to see the shell more closely. Use the  ViewCube to rotate the view so you can see all four corners of the  shell, whether inside or out.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5648&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_shell_cu.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5647&quot;&gt;&lt;/a&gt;At one level of the shell, &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object_on.png&quot; /&gt; click and Ctrl+click to select the four vertical edges at each corner of the building. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5338&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_vert_edge_slct.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5337&quot;&gt;&lt;/a&gt;On the Selection rollout, click the Loop button. This selects all four edges of the building in their entirety.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72ed&quot;&gt;&lt;/a&gt;On the Edit Edges rollout, click the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_editable_poly_settings.png&quot; /&gt; Settings button next to the Chamfer button (just to the right of the main button). &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66fb&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_edit_edge_chamfr.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5646&quot;&gt;&lt;/a&gt;3ds Max Design displays the caddy controls for the Chamfer tool.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5645&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_chamfer_caddy.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66fa&quot;&gt;&lt;/a&gt;On the Chamfer caddy, set the first control, Amount, to &lt;i&gt;2.0m&lt;/i&gt;. This sets the width of the bevel created by the chamfer operation. Set the second control, Segments, to &lt;i&gt;4&lt;/i&gt;. This divides the chamfered region into four segments. The more segments you set, the more rounded the edge will be. Click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_caddy_accept.png&quot; /&gt; (OK).&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f9&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_chamfer_caddy_settings.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72ec&quot;&gt;&lt;/a&gt;Click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_mesh_subobject_edge_on.png&quot; /&gt; (Edge) again to exit the Edge sub-object level.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5644&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5643&quot;&gt;&lt;/a&gt; Give thickness to the shell, and inspect the result:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72eb&quot;&gt;&lt;/a&gt;From the Modifier List, add a Shell modifier and on the Parameters rollout, set the value of Outer Amount to &lt;i&gt;2.0m&lt;/i&gt;.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72ea&quot;&gt;&lt;/a&gt;This gives the metallic shell a thickness of two meters. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5336&quot;&gt;&lt;/a&gt;Now, let’s look at the building with the modifiers applied.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72e9&quot;&gt;&lt;/a&gt;Exit Isolation Mode.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b11c3&quot;&gt;&lt;/a&gt;Click Alt+W to view all four viewports again.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b11c4&quot;&gt;&lt;/a&gt;On the Modifier Stack, turn on the three modifiers you turned off earlier: FFD, Twist, and Taper.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f8&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_mod_list_selct.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5642&quot;&gt;&lt;/a&gt;In the Perspective view, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_zoom_extents_selected.png&quot; /&gt; (Zoom Extents Selected).&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5641&quot;&gt;&lt;/a&gt; &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object_on.png&quot; /&gt;Click an empty area of the viewport to deselect the building.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f7&quot;&gt;&lt;/a&gt;The modeling phase of the building is now complete. Next, you will add materials to the building exterior.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5640&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-563f&quot;&gt;&lt;/a&gt;Apply materials to the building:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f6&quot;&gt;&lt;/a&gt;Press H and on the Select From Scene dialog, highlight the &lt;i&gt;Building 1 – Glazing&lt;/i&gt; object, and then click OK.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f5&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/dlg_sel_glazing.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72e8&quot;&gt;&lt;/a&gt;On the main toolbar, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_material_editor_slate.png&quot; /&gt; (Material Editor) to open the Slate Material Editor.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-563e&quot;&gt;&lt;/a&gt;On the Material Editor menu bar, open the Options menu and &lt;i&gt;turn off&lt;/i&gt; Propagate Materials To Instances.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-563d&quot;&gt;&lt;/a&gt;In the Sample Slots section of the Material Editor Browser (on the left), locate the &lt;i&gt;Glass&lt;/i&gt; material, then drag it to the &lt;i&gt;View1&lt;/i&gt; window (in the center).&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f4&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/dlg_mat_editr_glass.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-563c&quot;&gt;&lt;/a&gt;3ds Max Design asks whether to make this a copy or an instance. Choose Instance, then click OK.&lt;br /&gt;
&lt;div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-563b&quot;&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div&gt;TipTo navigate conveniently in the Slate Material Editor, enlarge  the window from its default size. It also helps to drag the width of the  Browser panel to make it wider.&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f3&quot;&gt;&lt;/a&gt;On the Material Editor toolbar, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_mated_assign_material.png&quot; /&gt; (Assign Material To Selection) to apply the &lt;i&gt;Glass&lt;/i&gt;material to the glazing object.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-563a&quot;&gt;&lt;/a&gt;3ds  Max Design applies the glazing material to the glazing. In the Scene  Materials section of the Browser panel, now you can see a &lt;i&gt;Glass&lt;/i&gt; entry, and the object name. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5639&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_sme_glass_in_scene.png&quot; /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5638&quot;&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div&gt;NoteIf Propagate Materials To Instances is on when you do this step, then &lt;i&gt;all&lt;/i&gt; of the buildingl is assigned the Glass material.&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72e6&quot;&gt;&lt;/a&gt;Press H again, and select the &lt;i&gt;Building 1 – Metallic Shell&lt;/i&gt; object.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5637&quot;&gt;&lt;/a&gt;In the &lt;i&gt;View1&lt;/i&gt; panel, click the &lt;i&gt;Glass&lt;/i&gt;material to highlight it, then press Delete.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5636&quot;&gt;&lt;/a&gt;This removes the &lt;i&gt;Glass&lt;/i&gt; material from the active material view, but doesn’t remove it from the scene.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5635&quot;&gt;&lt;/a&gt;In the Sample Slots section of the Browser panel, locate the &lt;i&gt;Metal&lt;/i&gt; material, and drag it to the &lt;i&gt;View1&lt;/i&gt; panel.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5634&quot;&gt;&lt;/a&gt;This time drag from the &lt;i&gt;Metal&lt;/i&gt; material node’s output socket, the round control at the right,&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5633&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_sme_metal_out.png&quot; /&gt;&lt;br /&gt;
Dragging from a material’s output socket&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5632&quot;&gt;&lt;/a&gt;… and in the viewport, drop the wire on the metal shell object.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5631&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_sme_metal_onto.png&quot; /&gt;&lt;br /&gt;
… and dropping onto an object&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5630&quot;&gt;&lt;/a&gt;Dragging and dropping is another way to assign a material.&lt;br /&gt;
&lt;div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-562f&quot;&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div&gt;NoteYou won’t see the wire as it crosses the panel at the right of the Slate Material Editor, or in the viewport.&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72e7&quot;&gt;&lt;/a&gt;Press H again, and select the &lt;i&gt;Building 1 – Mullions&lt;/i&gt; object.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-562e&quot;&gt;&lt;/a&gt;In the Sample Slots section on the Browser panel, locate the &lt;i&gt;Mullions&lt;/i&gt;material (you’ll have to scroll down), then apply it to the mullions object using the methods described in the previous steps.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-4d34&quot;&gt;&lt;/a&gt;The &lt;i&gt;Mullions&lt;/i&gt; material is a matte gray, not shiny like the metallic shell.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-562d&quot;&gt;&lt;/a&gt; &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_close.png&quot; /&gt; Close the Slate Material Editor.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-562c&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-562b&quot;&gt;&lt;/a&gt;Render the building:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-72e5&quot;&gt;&lt;/a&gt;Make sure the Perspective viewport is active, then click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_render_production.png&quot; /&gt;(Render Production) to check your work.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5335&quot;&gt;&lt;/a&gt;Your scene should look something like this: &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-66f2&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_taper_tower_final.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-562a&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5629&quot;&gt;&lt;/a&gt;Save your work:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-61f7&quot;&gt;&lt;/a&gt;Save your file as &lt;i&gt;mybuilding1_final.max&lt;/i&gt;.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5334&quot;&gt;&lt;/a&gt;You can use this scene file as your starting point in the next tutorial, &lt;a href=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/files/WS1a9193826455f5ff-29c43aa61173633f416-61f6.htm&quot;&gt; Modeling Buildings Using Boolean Operations&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-6d855556117e9f816d21060&quot;&gt;&lt;/a&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;TOC_ENTRY__d0e3109&quot;&gt;&lt;/a&gt;Summary &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5870446864198453979&quot; name=&quot;WS1a9193826455f5ff-6d855556117e9f816d21061&quot;&gt;&lt;/a&gt;This  tutorial demonstrated how easy it is to quickly visualize architectural  concepts using 3ds Max Design. You learned how to build an  organically-themed architectural model from simple geometric objects by  adding Twist, Taper, and FFD modifiers. You also saw how basic polygon  editing techniques can be used to create detailed elements such as  mullions, and to round off building corners.&lt;br /&gt;
&lt;br /&gt;
source: &lt;a href=&quot;http://3dlib.org/&quot;&gt;3dlib.org&lt;/a&gt;&lt;br /&gt;
download.autodesk.com</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/5870446864198453979/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-buildings-using-modifiers-part_3466.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5870446864198453979'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5870446864198453979'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-buildings-using-modifiers-part_3466.html' title='Modeling Buildings Using Modifiers – Part 3'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-5906148912344364729</id><published>2012-01-07T05:32:00.000-08:00</published><updated>2012-01-16T23:09:53.074-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Modeling Buildings Using Modifiers – Part 2</title><content type='html'>&lt;b&gt;Part 2. Adding the Mullions&lt;/b&gt;&lt;br /&gt;
You will start by cloning the object you created in the previous  lesson. You will then take the clone, which retains twist, taper, and  FFD modifiers, and use polygon editing techniques to create the  structure’s mullions. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-190a&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-1909&quot;&gt;&lt;/a&gt;Set up the lesson:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7310&quot;&gt;&lt;/a&gt;Continue working on your scene from the previous lesson, or &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_scene_open.png&quot; /&gt; open \modeling\highrise\building1_glazing.max.&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7312&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7311&quot;&gt;&lt;/a&gt;Create the mullions for the building:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-730f&quot;&gt;&lt;/a&gt; &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object_on.png&quot; /&gt; Select the glazing object (the tower). From the menu bar, choose Edit &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Clone. In the Clone Options dialog &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Object group choose Reference. Change the name of the object to &lt;i&gt;Building 1 – Mullions&lt;/i&gt;, then click OK.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6719&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/dlg_clone_mullions.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-730e&quot;&gt;&lt;/a&gt;As a  reference, the newly created mullions object behaves in a specific way.  Any subsequent edits to the mullions object will not affect the glazing  object. However, if you modify the glazing object, the mullions object  will be affected. This way, any changes to the modifiers that affect the  tower structure, which were created in the glazing object, can be  carried forward to the mullions. But any polygon edits intended to  affect the mullions only, will not affect geometry in the glazing  object.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5341&quot;&gt;&lt;/a&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-5340&quot;&gt;&lt;/a&gt;If the mullions object was cloned as a &lt;i&gt;copy&lt;/i&gt; instead of a reference, it would be completely independent of the original. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-533f&quot;&gt;&lt;/a&gt;If the mullions object was cloned as an &lt;i&gt;instance&lt;/i&gt;,  it would be completely dependent on the original, and vice versa: Any  subsequent edits made to either object would affect the other.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-730d&quot;&gt;&lt;/a&gt;With the &lt;i&gt;Building 1 – Mullions&lt;/i&gt; object selected, right-click the viewport, and from the quad menu, choose Isolate Selection.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6716&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/ill_isolate_selection.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-730c&quot;&gt;&lt;/a&gt;Isolation mode ensures you are working on the correct object.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6715&quot;&gt;&lt;/a&gt;You now  want to take the polygons that form the window grid and modify them to  take on the characteristics of mullions. You will do so using the Edit  Poly modifier.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-730b&quot;&gt;&lt;/a&gt;From the Modifier List, choose Edit Poly. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6714&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_mod_list_edit_poly.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-730a&quot;&gt;&lt;/a&gt;Notice how a  gray bar is inserted between the newly added Edit Poly modifier and all  other modifiers. The bar indicates that all modifiers above the bar  affect the reference object only and will not affect the original  object. This way, you can keep on modifying the mullions object without  affecting the glazing object.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6713&quot;&gt;&lt;/a&gt;Next, you will remove some unneeded polygons.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7309&quot;&gt;&lt;/a&gt;Activate the Perspective viewport. &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_zoom.png&quot; /&gt; Zoom, &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_orbit.png&quot; /&gt; orbit, and &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_pan.png&quot; /&gt; pan until the roof of the tower is clearly visible, and then on the Selection rollout, click the Polygon button. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6712&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_selection_poly.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6711&quot;&gt;&lt;/a&gt; &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object_on.png&quot; /&gt;  Select the middle polygon on the roof. On the Selection rollout, click  Grow repeatedly until you have selected the entire roof. Press Delete to  remove all the selected polygons.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c83&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_top_deleted.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7308&quot;&gt;&lt;/a&gt;Repeat the previous two steps to remove the polygons that make up the bottom of the building.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-533e&quot;&gt;&lt;/a&gt;Now you will create insets out of the remaining polygons, which you will use as the window mullions.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5664&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5663&quot;&gt;&lt;/a&gt;Turn the mullion object into a lattice:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f48755-3d114b751181c40f14b1049&quot;&gt;&lt;/a&gt;Press Shift+Z repeatedly to undo the viewport changes, so you can see the entire building in the Perspective viewport, again.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7307&quot;&gt;&lt;/a&gt;Press Ctrl+A to select all the polygons in the building.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7306&quot;&gt;&lt;/a&gt;On the Edit Polygons rollout, click the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_editable_poly_settings.png&quot; /&gt; Settings button next to the Inset button (just to the right of the main button).&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6710&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_edit_poly_inset.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5662&quot;&gt;&lt;/a&gt;3ds Max Design displays the caddy controls for the Inset tool.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5661&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_building1_inset_caddy.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7305&quot;&gt;&lt;/a&gt;On the first control of the caddy, choose By Polygon from the drop-down list. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-670f&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_building1_inset_caddy_by_polygon.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5660&quot;&gt;&lt;/a&gt;On the second control, Amount, change the value to &lt;i&gt;0.3m&lt;/i&gt;, then click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_caddy_accept.png&quot; /&gt; (OK).&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-565f&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_building1_inset_caddy_amount_dot3.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-533d&quot;&gt;&lt;/a&gt;The By Polygon option applies the inset poly edit to each polygon in the selection.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-670e&quot;&gt;&lt;/a&gt;Press Delete to remove the selected polygons and keep their insets.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-565e&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_building1_mullions_inset_only.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7304&quot;&gt;&lt;/a&gt;On the Selection rollout, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_mesh_subobject_poly_on.png&quot; /&gt; (Polygon) to turn it off and exit Polygon selection mode.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7303&quot;&gt;&lt;/a&gt;In the Perspective viewport, &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_view_zoom.png&quot; /&gt;zoom in to the mullions you just created.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11788dbf193-533c&quot;&gt;&lt;/a&gt;The mullions appear as thin, two-dimensional faces. You need to give them some thickness. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-670d&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_mullions_exposed.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-565d&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-565c&quot;&gt;&lt;/a&gt;Make the mullions thicker:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7302&quot;&gt;&lt;/a&gt;From the Modifier List &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Object-Space Modifiers section, choose Shell. On the Parameters rollout, set Outer Amount to &lt;i&gt;0.3m&lt;/i&gt;.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-670c&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_params_outer_amt.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-565b&quot;&gt;&lt;/a&gt;Now the mullions are thick enough to show up when you render the scene.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-565a&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_mullions_thicker.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5659&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5658&quot;&gt;&lt;/a&gt;Unhide the glazing structure:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7301&quot;&gt;&lt;/a&gt;In the Warning: Isolated Selection dialog, click Exit Isolation Mode to view the glazing and mullion objects together. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5657&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/shared/dlg_warning_isolated_selection.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c81&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_glazing_mullions.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7300&quot;&gt;&lt;/a&gt;Now you are ready to create the structure’s metallic shell.&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5656&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=5906148912344364729&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5655&quot;&gt;&lt;/a&gt;Save your work:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Save the scene as &lt;i&gt;my_building_mullions.max&lt;/i&gt;.&lt;/li&gt;
&lt;/ul&gt;source: &lt;a href=&quot;http://3dlib.org/&quot;&gt;3dlib.org&lt;/a&gt;&lt;br /&gt;
download.autodesk.com</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/5906148912344364729/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-buildings-using-modifiers-part_07.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5906148912344364729'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/5906148912344364729'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-buildings-using-modifiers-part_07.html' title='Modeling Buildings Using Modifiers – Part 2'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-243143955332246065</id><published>2012-01-07T05:30:00.001-08:00</published><updated>2012-01-16T23:11:04.637-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Modeling Buildings Using Modifiers – Part 1</title><content type='html'>File source (using for all part in this tutorial) &lt;a href=&quot;http://3dlib.org/resource/3d-max-resource/file-modeling-buildings-using-modifiers/&quot; target=&quot;_blank&quot; title=&quot;download&quot;&gt;DOWNLOAD&lt;/a&gt;&lt;br /&gt;
&lt;b&gt;Part 1. Creating the Tower&lt;/b&gt;&lt;br /&gt;
In this lesson, you will create the basic geometry of the model, then  use 3ds Max Design modifiers to give the object a distinctive shape. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-190c&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-190b&quot;&gt;&lt;/a&gt;Set up the lesson:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7329&quot;&gt;&lt;/a&gt;On the Quick Access toolbar, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_scene_open.png&quot; /&gt; (Open File), navigate to the &lt;i&gt;\scenes\modeling\highrise&lt;/i&gt;folder, and open building1_start.max. &lt;div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487557bfaa8da122ec01152f-15c4&quot;&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div&gt;NoteIf a dialog asks whether you want to use the scene’s Gamma And  LUT settings, accept the scene Gamma settings, and click OK. If a dialog  asks whether to use the scene’s units, accept the scene units, and  click OK.&lt;/div&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7328&quot;&gt;&lt;/a&gt;A daylight system has already been set up, so you can start building your model right away.&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63fe&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63fd&quot;&gt;&lt;/a&gt;Create the tower object:&lt;br /&gt;
&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63fc&quot;&gt;&lt;/a&gt;On the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/tab/tab_create.png&quot; /&gt; Create panel, click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_create_geometry.png&quot; /&gt; (Geometry), then in the Object Type rollout, click Box.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63fb&quot;&gt;&lt;/a&gt;In the  Perspective view, click and drag diagonally at the center of the ground  object to set the width and depth of the box. Release the mouse button  and drag upwards to set the height. Click a final time to complete the  box.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c93&quot;&gt;&lt;/a&gt;Do not worry about dragging the box to an exact width, depth, or height. You will set these parameters in the next step.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c92&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/ill_top_viewport_building_1.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63fa&quot;&gt;&lt;/a&gt;On the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/tab/tab_modify.png&quot; /&gt; Modify panel &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Parameters rollout, set the parameters of the box as follows: &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7327&quot;&gt;&lt;/a&gt; &lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7326&quot;&gt;&lt;/a&gt;Length=&lt;i&gt;70.0m&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7325&quot;&gt;&lt;/a&gt;Width=&lt;i&gt;70.0m&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7324&quot;&gt;&lt;/a&gt;Height=&lt;i&gt;300.0m&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7323&quot;&gt;&lt;/a&gt;Length Segs=&lt;i&gt;7&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7322&quot;&gt;&lt;/a&gt;Width Segs=&lt;i&gt;7&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7321&quot;&gt;&lt;/a&gt;Height Segs=&lt;i&gt;50&lt;/i&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c91&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_box_params.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7320&quot;&gt;&lt;/a&gt;The segments are necessary to define the tower floor and window grid.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5668&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_building1_segmented.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-731f&quot;&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div&gt;NoteNormally, a building 300 meters in height would be divided into  100 height segments to create floors of three meters each, but in this  tutorial the value is halved to make for easier polygon selection.&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-731e&quot;&gt;&lt;/a&gt;On the Name And Color rollout, change the name of the object to &lt;i&gt;Building 1 – Glazing&lt;/i&gt;.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c90&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_box_name.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa611788e7ede0-57ec&quot;&gt;&lt;/a&gt;This name change is appropriate, since you will later be applying a glazing material to this object.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63f9&quot;&gt;&lt;/a&gt;From the Modifier List &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Object-Space Modifiers section, choose Taper.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-731d&quot;&gt;&lt;/a&gt;On the Parameters rollout, set Amount to &lt;i&gt;–0.45&lt;/i&gt; and Curve to &lt;i&gt;–0.9&lt;/i&gt;. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c8f&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/grp_taper.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c8e&quot;&gt;&lt;/a&gt;The  negative Amount value tapers the building inwards at the top. The  negative Curve value pulls the sides of the building in, as shown in the  next illustration.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c8d&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_taper_top_in_w_curve.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa611788e7ede0-57eb&quot;&gt;&lt;/a&gt;Next, you want to give the tower a twist.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-731c&quot;&gt;&lt;/a&gt;From the Modifier List &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Object-Space Modifiers section, choose Twist.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-731b&quot;&gt;&lt;/a&gt;On the Parameters rollout &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Twist group, set Angle to &lt;i&gt;90.0&lt;/i&gt; and Bias to &lt;i&gt;45.0&lt;/i&gt;. &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c8c&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/grp_twist.png&quot; /&gt;&lt;/div&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c8b&quot;&gt;&lt;/a&gt;The  90-degree Twist value creates a quarter turn of the building. The Bias  value of 45 causes the twist to start part-way up the side of the  building, rather than immediately at its base.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c8a&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_twist.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-731a&quot;&gt;&lt;/a&gt;To give the  building a serpent-like quality, from the Modifier List, choose  FFD(Box). FFD modifiers surround the selected geometry with an  adjustable lattice box.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7319&quot;&gt;&lt;/a&gt;On the FFD Parameters rollout &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt; Dimensions group, click Set Number Of Points.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c89&quot;&gt;&lt;/a&gt;In the Set  FFD Dimensions dialog, set the parameters as follows to set the number  of control points for the lattice used to deform the structure: &lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7318&quot;&gt;&lt;/a&gt; &lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7317&quot;&gt;&lt;/a&gt;Length=&lt;i&gt;2&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7316&quot;&gt;&lt;/a&gt;Width=&lt;i&gt;2&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7315&quot;&gt;&lt;/a&gt;Height=&lt;i&gt;7&lt;/i&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c88&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/dlg_set_ffd.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-671c&quot;&gt;&lt;/a&gt;In the modifier stack, click the &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/ico/ico_plus.png&quot; /&gt;plus-sign icon to expand the FFD(Box) modifier hierarchy. Click to choose Control Points.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-671b&quot;&gt;&lt;/a&gt;This lets you select and manipulate the lattice control points you defined in the previous step.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-671a&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/rol_mod_ctrl_pts.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7314&quot;&gt;&lt;/a&gt;In the Front view, create the serpent effect by &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_select_object_on.png&quot; /&gt;  dragging a box to select the top row of control points, then holding  down Ctrl and dragging another box to select the fourth row of control  points.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa611788e7ede0-57ea&quot;&gt;&lt;/a&gt;Click &lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_xform_move.png&quot; /&gt; (Select And Move), then drag right slightly, as shown in the next illustration.&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff-29c43aa61173633f416-6c87&quot;&gt;&lt;/a&gt; &lt;div&gt;&lt;img alt=&quot;&quot; src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/highrises/il_ffd_227_selected_points_moved.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS73099cc142f487553b93539f11736330c40-7313&quot;&gt;&lt;/a&gt;Exit the FFD Control Point sub-object level by clicking the main modifier entry: FFD (Box) 2x2x7 in the Modifier stack.&lt;/li&gt;
&lt;/ol&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff7718a51c1204c8f42fa-63f8&quot;&gt;&lt;/a&gt;Now you are ready to create the mullions.&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5667&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=243143955332246065&quot; name=&quot;WS1a9193826455f5ff219f8b8b1249cf2cb82-5666&quot;&gt;&lt;/a&gt;Save your work:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Save the scene as &lt;i&gt;my_building_shaped.max&lt;/i&gt;.&lt;/li&gt;
&lt;/ul&gt;source: &lt;a href=&quot;http://3dlib.org/&quot;&gt;3dlib.org&lt;/a&gt;&lt;br /&gt;
download.autodesk.com</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/243143955332246065/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-buildings-using-modifiers-part.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/243143955332246065'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/243143955332246065'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-buildings-using-modifiers-part.html' title='Modeling Buildings Using Modifiers – Part 1'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-7740232576405419274</id><published>2012-01-07T04:43:00.001-08:00</published><updated>2012-01-16T23:11:19.948-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Render command in 3dmax 2009</title><content type='html'>&lt;div class=&quot;ThemeDefault_ndt_summary&quot;&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbDescription&quot;&gt;  &lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;Rendering  tools are located on the main toolbar, but because the resolution of the  screen + small size of the screen so the hidden tools, to see this  stuff go to your mouse similar in this position until the pointer turns  into a hand then click + drag to the left until you see the only tool  needed.&lt;/span&gt;&lt;br /&gt;
&lt;/span&gt;             &lt;/div&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbContent&quot;&gt;  To enable the Render Frame Window window, press F9 key to use the Quick Render tool.&lt;br /&gt;
- When you press F9, the Perspective viewport by default. In case you  want to render any view you can just press Shift + Q. Or press F10 to  open the Render Settings and then select the view to render in the  viewport and then click [Render].&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;Rendering  tools are located on the main toolbar, but because the resolution of the  screen + small size of the screen so the hidden tools, to see this  stuff go to your mouse similar in this position until the pointer turns  into a hand then click + drag to the left until you see the only tool  needed.&lt;/span&gt;&lt;br /&gt;
&lt;div style=&quot;clear: both;&quot;&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render8.jpg&quot; /&gt;&lt;/span&gt;&lt;/div&gt;You will see the following tools:&lt;br /&gt;
&lt;div style=&quot;clear: both;&quot;&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render9.jpg&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;clear: both;&quot;&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render10.gif&quot; /&gt;&lt;/span&gt;On Render dialog box (similar to when you press F10).&lt;/div&gt;&lt;div style=&quot;clear: both;&quot;&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render11.gif&quot; /&gt;&lt;/span&gt;Quick render.&lt;/div&gt;&lt;br /&gt;
In this section we need to consider the options in the render:&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;. View: Render the entire view.&lt;br /&gt;
. Selected: Render the selected object.&lt;br /&gt;
. Region: Render selected areas.&lt;br /&gt;
. Crop: Render selection (selection may vary by enlarging / shrinking or moved to any location)&lt;br /&gt;
. Blowup: Render selection (selection may vary similar Crop)&lt;br /&gt;
There are also some other types such as Box Selected, Selected Region, Crop Selected you find out, is quite interesting.&lt;/span&gt;&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;To use this  option, you click to select a type of render, then press Shift + Q -&amp;gt;  select the object, or create the need to render.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(After each use of this option, please click on the button&amp;nbsp; &lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render7.gif&quot; /&gt; &lt;/span&gt;to delete the images were not displayed if you do not see clearly what you want)&lt;br /&gt;
&lt;div align=&quot;center&quot; style=&quot;clear: both;&quot;&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;&lt;b&gt;Rendered Frame Window&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;clear: both;&quot;&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render1.gif&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;sect1&quot;&gt;Render window to display the final results of a scene, with this window you can:&lt;br /&gt;
&lt;blockquote&gt;&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render2.gif&quot; /&gt; &lt;/span&gt;Save the results after the render image file format.&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render3.gif&quot; /&gt; &lt;/span&gt;Create a copy of the render window, to compare the situation before the change and after change.&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render4.gif&quot; /&gt; &lt;/span&gt;Enable or disable the presence of RGB primary color channels.&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render5.gif&quot; /&gt;&lt;/span&gt;Show images with transparent background (alpha channel) (save file as. png image you get a transparent background).&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render6.gif&quot; /&gt;&lt;/span&gt;Display images as monochrome (monochrome)&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;- &lt;img border=&quot;0&quot; src=&quot;http://i3dmax.com/Upload/images/thuvienanh/baiviet/render/render7.gif&quot; /&gt;&lt;/span&gt;Clear display pictures stored in the render window&lt;/blockquote&gt;In the window that you can render key combinations:&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;. Shift + click the mouse to use the Pan tool.&lt;/span&gt;&lt;br /&gt;
&lt;span id=&quot;ctl00_ContentPlaceHolder6_NewsList1_lbContent&quot;&gt;. Ctrl + click to use the zoom tool.&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/7740232576405419274/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/render-command-in-3dmax-2009.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/7740232576405419274'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/7740232576405419274'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/render-command-in-3dmax-2009.html' title='Render command in 3dmax 2009'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-581869218682884292</id><published>2012-01-07T04:42:00.000-08:00</published><updated>2012-01-16T23:11:51.039-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Defining Tree Shadows - 3dlib.org</title><content type='html'>&lt;div class=&quot;ThemeDefault_ndt_summary&quot;&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbDescription&quot;&gt;  In this lesson, you will instruct the particle system to generate a  second set of trees, with only its shadows visible. You will then orient  the shadows so they continually face the light source in the scene&lt;br /&gt;
&lt;/span&gt;             &lt;/div&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbContent&quot;&gt;  &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/il_tree_shadows_render.png&quot; /&gt;&lt;br /&gt;
Set up the lesson:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f0&quot;&gt;&lt;/a&gt;&lt;/span&gt;Continue working on the scene file you saved in the previous lesson, or &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_scene_open.png&quot; /&gt; open &lt;span class=&quot;filePath&quot;&gt;ptrees.max&lt;/span&gt;.&lt;/li&gt;
&lt;/ul&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191ee&quot;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;list-intro&quot;&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191ef&quot;&gt;&lt;/a&gt;&lt;/span&gt;Generate a second set of tree particles:&lt;/div&gt;&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f1&quot;&gt;&lt;/a&gt;&lt;/span&gt;Press &lt;span class=&quot;keyCaps&quot;&gt;6&lt;/span&gt; to display Particle View, drag a Spawn operator from the depot to &lt;i class=&quot;mild&quot;&gt;Event 001,&lt;/i&gt; and drop it at the bottom of the event, below the &lt;i class=&quot;mild&quot;&gt;Display 001&lt;/i&gt; operator.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f2&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/dlg_place_spawn.png&quot; /&gt;&lt;/div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f3&quot;&gt;&lt;/a&gt;&lt;/span&gt;The Spawn operator will generate a new set of particles from the ones you defined in &lt;i class=&quot;mild&quot;&gt;Event 001&lt;/i&gt;.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f4&quot;&gt;&lt;/a&gt;&lt;/span&gt;Highlight the &lt;i class=&quot;mild&quot;&gt;Spawn 001&lt;/i&gt; operator to display its parameters.       &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f5&quot;&gt;&lt;/a&gt;&lt;/span&gt;In the Spawn 001 rollout &lt;span class=&quot;glyphArrow&quot; name=&quot;glyph_span&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt;&lt;/span&gt; Spawn Rate And Amount group, the Once option should be chosen, indicating that only one set of particles will be created.&lt;br /&gt;
&lt;/li&gt;
&lt;/ol&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS1a9193826455f5ff-30857b3612671cdec18-4eaa&quot;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;list-intro&quot;&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS1a9193826455f5ff-30857b3612671cdec18-4ea9&quot;&gt;&lt;/a&gt;&lt;/span&gt;Set the particles to follow the sun:&lt;/div&gt;&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f6&quot;&gt;&lt;/a&gt;&lt;/span&gt;In &lt;i class=&quot;mild&quot;&gt;Event 001,&lt;/i&gt; click to highlight the &lt;i class=&quot;mild&quot;&gt;Shape Facing 001&lt;/i&gt; operator, then right-click it and from the pop-up menu, choose Copy.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f7&quot;&gt;&lt;/a&gt;&lt;/span&gt;Right-click an empty area of the event-display area below &lt;i class=&quot;mild&quot;&gt;Event 001,&lt;/i&gt; and from the pop-up menu, choose Paste.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f8&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/del_event02_create.png&quot; /&gt;&lt;/div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191f9&quot;&gt;&lt;/a&gt;&lt;/span&gt;3ds Max Design creates a new event, called &lt;i class=&quot;mild&quot;&gt;Event 002,&lt;/i&gt;  with an operator that also instructs the particles to face the camera.  Now you will modify this operator so that the particles will face the  scene light source instead of the camera.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191fa&quot;&gt;&lt;/a&gt;&lt;/span&gt;Click the new &lt;i class=&quot;mild&quot;&gt;Shape Facing 002&lt;/i&gt; operator so you can see its parameters. In the Shape Facing 002 rollout &lt;span class=&quot;glyphArrow&quot; name=&quot;glyph_span&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt;&lt;/span&gt; Look At Camera/Object group, click the Pick button (which at first is labeled Camera01), then in any viewport, click the &lt;i class=&quot;mild&quot;&gt;[Daylight01] Sun01&lt;/i&gt; object.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191fb&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/del_pick_sun.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191fc&quot;&gt;&lt;/a&gt;&lt;/span&gt;In &lt;i class=&quot;mild&quot;&gt;Event 002,&lt;/i&gt; click the &lt;i class=&quot;mild&quot;&gt;Display 002&lt;/i&gt; operator. On the Display 002 rollout, click the color swatch and use the Color Selector controls to choose a red color.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191fd&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/rol_display02_color.png&quot; /&gt;&lt;/div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191fe&quot;&gt;&lt;/a&gt;&lt;/span&gt;This  color is used to display the shapes of the second set of particles in  wireframe views. It will not be visible in renderings. The red color  will help you better identify the second set of particles.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f191ff&quot;&gt;&lt;/a&gt;&lt;/span&gt;Open the Type drop-down list and choose Geometry.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19200&quot;&gt;&lt;/a&gt;&lt;/span&gt;In &lt;i class=&quot;mild&quot;&gt;Event 001,&lt;/i&gt; click the &lt;i class=&quot;mild&quot;&gt;Display 01&lt;/i&gt; operator and choose a dark blue color, to better see the first set of particles in wireframe view.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19201&quot;&gt;&lt;/a&gt;&lt;/span&gt;Click the blue handle to the left of the Spawn operator and drag it to the &lt;i class=&quot;mild&quot;&gt;Event 002&lt;/i&gt; input (the empty circle that protrudes from the top of &lt;i class=&quot;mild&quot;&gt;Event 002)&lt;/i&gt;.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19202&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/del_wire_events.png&quot; /&gt;&lt;/div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19203&quot;&gt;&lt;/a&gt;&lt;/span&gt;With this connection, &lt;i class=&quot;mild&quot;&gt;Event 001&lt;/i&gt; spawns a set of particles once and sends them to &lt;i class=&quot;mild&quot;&gt;Event 002,&lt;/i&gt; where they are instructed to face the sun.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19204&quot;&gt;&lt;/a&gt;&lt;/span&gt;In the Front viewport, select the camera. On the main toolbar, click &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_xform_move.png&quot; /&gt; (Select And Move). In the Top viewport, move the camera about the scene.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19205&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/il_follow_cameras.png&quot; /&gt;&lt;br /&gt;
&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/il_follow_cameras1.png&quot; /&gt;&lt;br /&gt;
&lt;div class=&quot;figure-title&quot;&gt;Top: Camera position 1&lt;/div&gt;&lt;div class=&quot;figure-title&quot;&gt;Bottom: Camera position 2&lt;/div&gt;&lt;div class=&quot;figure-title&quot;&gt;Billboard trees (shown in blue) follow the camera position, while the shadow particles (shown in red) do not&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS1a9193826455f5ff-30857b3612671cdec18-4ea8&quot;&gt;&lt;/a&gt;&lt;/span&gt;Press &lt;span class=&quot;keyCaps&quot;&gt;Ctrl+Z&lt;/span&gt; to undo the camera movement.&lt;/li&gt;
&lt;/ol&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS1a9193826455f5ff-30857b3612671cdec18-4ea4&quot;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;list-intro&quot;&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS1a9193826455f5ff-30857b3612671cdec18-4ea3&quot;&gt;&lt;/a&gt;&lt;/span&gt;Do a test rendering:&lt;/div&gt;&lt;ul&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f1920e&quot;&gt;&lt;/a&gt;&lt;/span&gt; &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_render_production.png&quot; /&gt; Render the Camera01 viewport.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f1920f&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/il_particle_2sets.png&quot; /&gt;&lt;br /&gt;
&lt;div class=&quot;figure-title&quot;&gt;Rendered scene showing two sets of particle tree shadows&lt;/div&gt;&lt;/div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19210&quot;&gt;&lt;/a&gt;&lt;/span&gt;There  are now two sets of particle trees, each of which cast shadows. You  need to hide the shadows of the particle trees that face the camera,  then hide the particle trees that face the sun but keep their shadows  visible.&lt;br /&gt;
&lt;/li&gt;
&lt;/ul&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19211&quot;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;list-intro&quot;&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19212&quot;&gt;&lt;/a&gt;&lt;/span&gt;Fix the visibility of shadows:&lt;/div&gt;&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19213&quot;&gt;&lt;/a&gt;&lt;/span&gt;Highlight the header of &lt;i class=&quot;mild&quot;&gt;Event 001,&lt;/i&gt; then right-click it and from the pop-up menu, choose Properties.       &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19214&quot;&gt;&lt;/a&gt;&lt;/span&gt;Remember that in Particle View, &lt;i class=&quot;mild&quot;&gt;Event 001&lt;/i&gt; represents the particle trees that face the camera, while &lt;i class=&quot;mild&quot;&gt;Event 002&lt;/i&gt; represents the particle trees that face the sun.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19215&quot;&gt;&lt;/a&gt;&lt;/span&gt;In the Object Properties dialog &lt;span class=&quot;glyphArrow&quot; name=&quot;glyph_span&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt;&lt;/span&gt; General panel &lt;span class=&quot;glyphArrow&quot; name=&quot;glyph_span&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt;&lt;/span&gt;  Rendering Control group, click By Layer (if By Object is not already  active) and turn off Receive Shadows, Cast Shadows and Apply  Atmospherics. Click OK.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19216&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/grp_rendering_ctrl_vis.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19217&quot;&gt;&lt;/a&gt;&lt;/span&gt;Highlight the header of &lt;i class=&quot;mild&quot;&gt;Event 002,&lt;/i&gt; then right-click it and from the pop-up menu, choose Properties.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19218&quot;&gt;&lt;/a&gt;&lt;/span&gt;In the Object Properties dialog &lt;span class=&quot;glyphArrow&quot; name=&quot;glyph_span&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt;&lt;/span&gt; General panel &lt;span class=&quot;glyphArrow&quot; name=&quot;glyph_span&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/ac.menuaro.gif&quot; /&gt;&lt;/span&gt;  Rendering Control group, click By Layer (if By Object is not already  active) and turn off Inherit Visibility, Visible to Camera, Visible to  Reflection/Refraction, Receive Shadows and Apply Atmospherics. Click OK.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f19219&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/grp_event01_vis.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f1921a&quot;&gt;&lt;/a&gt;&lt;/span&gt; &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_render_production.png&quot; /&gt; Render the Camera01 viewport again.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f1921b&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/forest_particles/il_tree_shadows_render.png&quot; /&gt;&lt;br /&gt;
&lt;div class=&quot;figure-title&quot;&gt;Particle trees with only one set of shadows visible&lt;/div&gt;&lt;/div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=581869218682884292&quot; name=&quot;WS73099cc142f48755-385a98b012180d20f1921c&quot;&gt;&lt;/a&gt;&lt;/span&gt;The rendering shows one visible set of particle trees, and shadows cast by the second set of trees, which are otherwise hidden.&lt;br /&gt;
&lt;/li&gt;
&lt;/ol&gt;source: download.autodesk.com&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/581869218682884292/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/defining-tree-shadows-3dliborg.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/581869218682884292'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/581869218682884292'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/defining-tree-shadows-3dliborg.html' title='Defining Tree Shadows - 3dlib.org'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-7321584250737760893</id><published>2012-01-07T04:40:00.000-08:00</published><updated>2012-01-16T23:12:20.294-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Modeling plumbing pipe in 3d studio max 2009</title><content type='html'>&lt;div class=&quot;ThemeDefault_ndt_summary&quot;&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbDescription&quot;&gt;  I have used following techniques shown below in this 3ds max tutorial.&lt;br /&gt;
&lt;/span&gt;             &lt;/div&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbContent&quot;&gt;  &lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial15&quot; height=&quot;400&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial15-thumb.jpg&quot; width=&quot;500&quot; /&gt;&lt;br /&gt;
[1]-Start 3dsmax and choose “Chamfer cylinder” with the following size as shown below&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Create chamfer cylinder in the front view port&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial1.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial1&quot; height=&quot;161&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial1-thumb.jpg&quot; width=&quot;162&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial2.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial2&quot; height=&quot;215&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial2-thumb.jpg&quot; width=&quot;161&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[2]-Now apply the bend modifier with the good following amount as shown below&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial3.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial3&quot; height=&quot;319&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial3-thumb.jpg&quot; width=&quot;157&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial4.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial4&quot; height=&quot;162&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial4-thumb.jpg&quot; width=&quot;188&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[3]-Create another chamfer cylinder and set like this&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial5.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial5&quot; height=&quot;207&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial5-thumb.jpg&quot; width=&quot;158&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial6.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial6&quot; height=&quot;131&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial6-thumb.jpg&quot; width=&quot;120&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[4]-Now Boolean it&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial7.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial7&quot; height=&quot;210&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial7-thumb.jpg&quot; width=&quot;86&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial8.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial8&quot; height=&quot;174&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial8-thumb.jpg&quot; width=&quot;155&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial9.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial9&quot; height=&quot;163&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial9-thumb.jpg&quot; width=&quot;218&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[5]-Create two more chamfer cylinder now set like this&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial10.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial10&quot; height=&quot;214&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial10-thumb.jpg&quot; width=&quot;159&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial11.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial11&quot; height=&quot;240&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial11-thumb.jpg&quot; width=&quot;270&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[6]-Open the material window and make material like me&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial12.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial12&quot; height=&quot;278&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial12-thumb.jpg&quot; width=&quot;324&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[7]-Set the skylight like this with the following parameter as shown below&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial13.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial13&quot; height=&quot;124&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial13-thumb.jpg&quot; width=&quot;125&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial14.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial14&quot; height=&quot;245&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial14-thumb.jpg&quot; width=&quot;163&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[9]-This is my final result&lt;br /&gt;
&lt;img alt=&quot;3dsmax-3d-plubing-pipe-model-tutorial15&quot; height=&quot;400&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-plubing-pipe-model-tutorial15-thumb.jpg&quot; width=&quot;500&quot; /&gt;&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/7321584250737760893/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-plumbing-pipe-in-3d-studio-max.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/7321584250737760893'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/7321584250737760893'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-plumbing-pipe-in-3d-studio-max.html' title='Modeling plumbing pipe in 3d studio max 2009'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-6101145674487571734</id><published>2012-01-07T04:33:00.001-08:00</published><updated>2012-01-16T23:12:36.642-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Animating Camera Rotation</title><content type='html'>&lt;div class=&quot;ThemeDefault_ndt_summary&quot;&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbDescription&quot;&gt;  Now that the camera is constrained to the path, you&#39;ll animate the  camera rotation so that it is aimed in a more natural position at points  of interest in the scene.&lt;br /&gt;
&lt;/span&gt;             &lt;/div&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbContent&quot;&gt;&lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport15.png&quot; /&gt;&lt;/div&gt;Set up the lesson:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e5b&quot;&gt;&lt;/a&gt;&lt;/span&gt;Continue from the previous lesson, or on the Quick Access toolbar, click &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_scene_open.png&quot; /&gt; (Open File) and in the &lt;i class=&quot;mild&quot;&gt;\animation\walkthrough_asst&lt;/i&gt; folder, open &lt;span class=&quot;filePath&quot;&gt;great_wall_head.max&lt;/span&gt;.   &lt;div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e5a&quot;&gt;&lt;/a&gt;&lt;/span&gt;    &lt;br /&gt;
&lt;div class=&quot;note-tip&quot;&gt;&lt;span class=&quot;label&quot;&gt;Tip&lt;/span&gt;If the Units Mismatch dialog displays, choose Adopt The File&#39;s Unit Scale and then click OK.           &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e59&quot;&gt;&lt;/a&gt;&lt;/span&gt;This  is the same scene from the previous lesson. The camera is now in place,  but you will use Walkthrough Assistant to animate the Turn Head  parameters.&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e58&quot;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;list-intro&quot;&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e57&quot;&gt;&lt;/a&gt;&lt;/span&gt;Turning off Follow Path:&lt;/div&gt;&lt;ol start=&quot;1&quot; type=&quot;1&quot;&gt;&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e56&quot;&gt;&lt;/a&gt;&lt;/span&gt;If the Walkthrough Assistant dialog is not visible, go to the Animation menu and choose Walkthrough Assistant.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e55&quot;&gt;&lt;/a&gt;&lt;/span&gt;In  the Advanced Controls rollout, in the Path Controls group, disable the  Follow Path option. You will not need it because you will control the  head rotation manually.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e54&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_path_controls_followpath.png&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;margin-top: 9pt;&quot;&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e53&quot;&gt;&lt;/a&gt;&lt;/span&gt;    &lt;br /&gt;
&lt;div class=&quot;note-note&quot;&gt;&lt;span class=&quot;label&quot;&gt;Note&lt;/span&gt;Disabling the Follow Path option  resets the camera orientation to its default value (positive Y). You  will fix that as you start animating the head rotation from the  Walkthrough Assistant dialog.&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e52&quot;&gt;&lt;/a&gt;&lt;/span&gt;Make sure you are at frame 1, then turn on &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_auto_key_off.png&quot; /&gt; (Auto Key).&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e51&quot;&gt;&lt;/a&gt;&lt;/span&gt;In the View Controls rollout, move the Turn Head slider to the left and adjust the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;16.4&lt;/i&gt; in order get a better viewing angle of the brick path in the Camera viewport.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e50&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport1.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e4f&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 206. You are now at the other side of the hilltop. Adjust the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt; –3.3&lt;/i&gt; to level the camera head, then slide the Turn Head slider to the right to adjust the rotation.       &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e4e&quot;&gt;&lt;/a&gt;&lt;/span&gt;The goal is to adjust the camera head rotation so that it looks towards the tower as if it has suddenly caught your attention.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e4d&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider ahead to frame 408. Adjust the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–13.5&lt;/i&gt; so that you are looking at the paving stones in front of you.       &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e4c&quot;&gt;&lt;/a&gt;&lt;/span&gt;Although  it&#39;s nice to look at the scenery, it’s also important to create a  walkthrough that “feels” comfortable; in other words, to make it so that  the viewer doesn’t feel off balance while doing the a virtual  walkthrough of your scene.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e4b&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 615. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–0.8&lt;/i&gt; and drag the Turn Head slider a little to the right so the camera is looking at the tower again.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e4a&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport4.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e49&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 800. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;5.6&lt;/i&gt;. Move the Turn Head slider to the right until the tower opening is centered in the camera view.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e48&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport5.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e47&quot;&gt;&lt;/a&gt;&lt;/span&gt;Scrub the time slider to frame 1050. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–0.8&lt;/i&gt;.  Move the Turn Head slider a little to the left so that the camera is  tilted in anticipation of turning left after exiting the tower.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e46&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport6.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e45&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 1150. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;6.6&lt;/i&gt;. Move the Turn Head slider slightly to the left so that you&#39;re looking the second tower in the distance.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e44&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport7.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e43&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 1280. This time change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–10.4&lt;/i&gt; so that the camera head is tilted downwards to match the slope of the path.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e42&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport8.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e41&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 1420. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–11.9&lt;/i&gt; to tilt the camera head further down.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e40&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 1680. You&#39;re now looking up again towards the tower ahead of you. Adjust the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;24.7&lt;/i&gt;. Slide the Turn Head slider a little to the left so that is aimed at the second tower.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e3f&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport10.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e3e&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 1860. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;29.4&lt;/i&gt;. Move the Turn Head slider slightly to the right so until you’re looking at the second tower opening.&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e3d&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 2030. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–12.6&lt;/i&gt;.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e3c&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport12.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e3b&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag  the time slider to frame 2125. At this point in the walkthrough, you  are going downhill again. Change the Head Tilt Angle to about &lt;i class=&quot;strong&quot;&gt;–23.3&lt;/i&gt;.  You want the camera head tilted downward toward the path instead of out  towarde the scenery, because you want the animation to feel as if  you&#39;re watching your step. &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e3a&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport13.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e39&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 2250. You are still looking at the path in front of you. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;–12.5&lt;/i&gt;. Adjust the Head turn and tilt to that purpose.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e38&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport14.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e37&quot;&gt;&lt;/a&gt;&lt;/span&gt;Drag the time slider to frame 2550. You are now going up the path. Change the Head Tilt Angle to &lt;i class=&quot;strong&quot;&gt;22.7&lt;/i&gt;, and move the Turn Head slider slightly to the right so that you’re looking toward the end of the pathway.&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e36&quot;&gt;&lt;/a&gt;&lt;/span&gt;   &lt;div class=&quot;figure-anchor&quot;&gt;&lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/great_wall/ill_wa_cam_vport15.png&quot; /&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e35&quot;&gt;&lt;/a&gt;&lt;/span&gt;Turn off &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_auto_key_on.png&quot; /&gt; (Auto Key).&lt;/li&gt;
&lt;li&gt;   &lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e34&quot;&gt;&lt;/a&gt;&lt;/span&gt; &lt;img src=&quot;http://download.autodesk.com/us/3dsmaxdesign/2011/help/images/MED/Rampage-Tut/but/but_anim_play.png&quot; /&gt;  Play the animation in the camera viewport to see the results. Notice  that the camera motion is far more natural than it was in the previous  lesson.   &lt;div&gt;&lt;span class=&quot;anchor_wrapper&quot;&gt;&lt;a href=&quot;http://www.blogger.com/post-edit.g?blogID=5398585603026976869&amp;amp;postID=6101145674487571734&quot; name=&quot;WS1a9193826455f5ff-3859b43c1215f53d0f3-6e33&quot;&gt;&lt;/a&gt;&lt;/span&gt;    &lt;br /&gt;
&lt;div class=&quot;note-note&quot;&gt;&lt;span class=&quot;label&quot;&gt;Note&lt;/span&gt;The camera path will not be visible when you render the animation.&lt;/div&gt;&lt;div class=&quot;note-note&quot;&gt;&lt;/div&gt;&lt;div class=&quot;note-note&quot;&gt;source: download.autodesk.com&lt;/div&gt;&lt;/div&gt;&lt;/li&gt;
&lt;/ol&gt;&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/6101145674487571734/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/animating-camera-rotation.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/6101145674487571734'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/6101145674487571734'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/animating-camera-rotation.html' title='Animating Camera Rotation'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5398585603026976869.post-2982782670521352608</id><published>2012-01-07T04:27:00.000-08:00</published><updated>2012-01-16T23:12:52.227-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3d studio max"/><title type='text'>Modeling pin in 3d studio max 2009</title><content type='html'>&lt;div class=&quot;ThemeDefault_ndt_summary&quot;&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbDescription&quot;&gt;  I will show how create a 3dsmax 3d pin model tutorial.&lt;br /&gt;
I have used following techniques shown below in this 3ds max tutorial&lt;br /&gt;
&lt;/span&gt;             &lt;/div&gt;&lt;span id=&quot;ctl00_LeftContent_NewsList1_lbContent&quot;&gt;  1]-Start 3dsmax and choose “Chamfer Cylinder” with the following size as shown below&amp;nbsp;&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Create chamfer cylinder in the left view port&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial1.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial1&quot; height=&quot;163&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial1-thumb.jpg&quot; width=&quot;165&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial2.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial2&quot; height=&quot;217&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial2-thumb.jpg&quot; width=&quot;163&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial3.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial3&quot; height=&quot;135&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial3-thumb.jpg&quot; width=&quot;159&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[2]-Apply the FFD modifier now select the control point then drag the control point like this&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial4.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial4&quot; height=&quot;86&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial4-thumb.jpg&quot; width=&quot;167&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial5.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial5&quot; height=&quot;196&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial5-thumb.jpg&quot; width=&quot;105&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[3]-Create another chamfer cylinder and set like this&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial6.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial6&quot; height=&quot;213&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial6-thumb.jpg&quot; width=&quot;158&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial7.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial7&quot; height=&quot;163&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial7-thumb.jpg&quot; width=&quot;195&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[4]-Create one more chamfer cylinder and again apply the FFD modifier  now select the control point then drag the control point like this&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial8.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial8&quot; height=&quot;213&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial8-thumb.jpg&quot; width=&quot;160&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial9.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial9&quot; height=&quot;194&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial9-thumb.jpg&quot; width=&quot;246&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial10.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial10&quot; height=&quot;87&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial10-thumb.jpg&quot; width=&quot;166&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial11.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial11&quot; height=&quot;220&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial11-thumb.jpg&quot; width=&quot;267&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[5]-Your object should like this&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial12.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial12&quot; height=&quot;214&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial12-thumb.jpg&quot; width=&quot;255&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[6]-Create another chamfer cylinder and apply the taper modifier with the good following amount as shown below&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial13.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial13&quot; height=&quot;205&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial13-thumb.jpg&quot; width=&quot;160&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial14.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial14&quot; height=&quot;341&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial14-thumb.jpg&quot; width=&quot;166&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial15.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial15&quot; height=&quot;203&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial15-thumb.jpg&quot; width=&quot;365&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[7]-This is my material palette and creates materials something like that&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial16.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial16&quot; height=&quot;98&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial16-thumb.jpg&quot; width=&quot;203&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[8]-Set the skylight like this with the following parameter with the following amount as shown below&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial17.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial17&quot; height=&quot;150&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial17-thumb.jpg&quot; width=&quot;109&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial18.jpg&quot;&gt;&lt;img alt=&quot;3dsmax-3d-pin-model-tutorial18&quot; height=&quot;254&quot; src=&quot;http://tutorialqueen.com/wp-content/uploads/2009/04/3dsmax-3d-pin-model-tutorial18-thumb.jpg&quot; width=&quot;162&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
[9]-This is my final result&lt;br /&gt;
Source: tutorialqueen.com &lt;br /&gt;
&amp;nbsp;&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://3d-models-free.blogspot.com/feeds/2982782670521352608/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-pin-in-3d-studio-max-2009.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/2982782670521352608'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5398585603026976869/posts/default/2982782670521352608'/><link rel='alternate' type='text/html' href='http://3d-models-free.blogspot.com/2012/01/modeling-pin-in-3d-studio-max-2009.html' title='Modeling pin in 3d studio max 2009'/><author><name>3dlib.org</name><uri>http://www.blogger.com/profile/13390627403908470904</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>