7 Basic Modeling Tips in 3DMAX

7 Basic Modeling Tips in 3DMAX

Here we share some basic 3dsmax modeling tips that we hope will help you grow and develop as a 3D artist.

While this article is written from a 3ds Max perspective, everything mentioned here is equally valid for any other modeling application, such as Maya, Cinema 4D, or Blender.

1. Use the reference

Someone once said that everything has been invented, and that's partially true, every time we try to create something we do, we basically reinterpret, improve or modify what already exists; we never start from scratch.

Great artists always use references, because that's how they can see how a particular surface shines, how joints move, or how objects at different scales behave in relation to each other.

Remember, whenever you are modeling a character, vehicle, furniture or building, create a folder and collect images, photos, diagrams or videos to help you better understand what you want to play . That's the only way to know what you're doing.

The key to success is comparison.

2. Find the most effective method

Before you start modeling, take a few minutes to think about the most efficient way to achieve your goals.

Depending on what you want to do, you can always use one of the following modeling methods:

a. Spline-based modeling

b. Edge-based modeling (extrude edges [Shift-drag in 3ds Max])

c. Modeling based on "primitives" or cuboid geometry (changing existing shapes)

d. Procedural modeling (using modifiers in the modification panel)

e.NURBS modeling (non-uniform rational B-spline curve)

f. Sculpting (sculpting in ZBrush, Mudbox or similar software)

 Create a spline, then use the Lathe modifier to rotate the spline to generate the volume.

Generate volumes from circular surfaces, edges, and climb vertices in turn.

 Model from a cylinder, subdivide and convert to Editable Poly, then use the Soft Selection tool to scale vertices.

 Also a cylinder modified with a modifier, in this case the FFD modifier, which allows deforming the geometry based on a point matrix.

3. Quadrilaterals, quadrilaterals, quadrilaterals!

Always try to model on a quad base.

Quads, or four-sided polygons, are your best allies in keeping your geometry clean and adaptable.

Unlike tris and n-grads (triangles and polygons with more than 4 sides), quadrilaterals allow free modification of the object's geometry, being able to apply displacement, smoothing algorithms (Turbosmooth, meshsmooth or similar) and uvw unwrapping without errors.

While this isn't critical for architectural modeling, it's a matter of life and death for character and vehicle modeling.

Try to avoid T-vertices (vertices united into a "T" shape), as they usually result in tris and n-grads, and watch out for special converging cases with more than four edges (like the 2nd picture below).

 

 4. Save geometry

Continuous enhancement is always better.

Whenever you need to model complex surfaces, start with the basics, for example, a cylinder with 16 sides. Try using subdivision values ​​that allow quads to be generated: 4, 8, 12, 16, 24, 32…

When softening is required, use swift loops (or edge loops in Maya) to give edges more detail before applying the smoothing algorithm.

 5. Soften the edges

In the real world, nothing is 100 percent sharp, not even at the molecular level.

Keep in mind that whenever you need to model, you'll try smoothing algorithms such as Turbosmooth or meshsmooth, or simply using chamfers.

This has the advantage that when rendering, you will have lights and reflections on these edges, which will add to the realism of the image.

 6. Weld vertices

Like 3ds Max uses the welding (Weld) tool or Maya uses the merge vertex (Merge Vertex) tool to ensure that the geometry vertices are all necessary, there is no redundancy, and there are no overlapping vertices.

Double check when you import geometry from other applications.

The xView tool is available in 3ds Max. To activate it, press the "X" key, then type "xview" and press Enter. Click on the green text that appears on the screen and select the "Overlapping Vertices" option. Duplicate vertices will appear on the screen. (Or click on the 3dmax main menu: Views->Xview->Overlapping Vertices)

This is especially important if you plan to print 3D models.

7 . check normals

If the display of the texture is having problems more than once, it may be because some faces of the model are inverted.

To make sure the polygons have the correct orientation, you should look at the Normals (in 3ds Max, use the Flip option in the Modify > Polygon > Polygon Editing > Flip tab to correct).

"Normal" defines the front side in the polygon relative to the back side.

In the 3D surface world of objects, they only have one orientation, as they are often used to build volumetric meshes (not visible from the inside); remember, there are thick things for everything, even things as thin as a sheet of paper.

The role of the normal is to tell the program which side of the same polygon to render to avoid unnecessary calculations.

Still, it is possible to tell the application to render two-sided, but this is usually done by the rendering engine.

In V-Ray there is 2SidedMtl, commonly used to simulate curtains from a plane with no thickness.

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Tutorial Annotation: Teacher Mu Feng

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Origin blog.csdn.net/mufenglaoshi/article/details/124993142