Today i have practiced using 3D's Max creating an abstract scene using the Top, front and left window's i rotated and zoomed in and out to on the perspective window to view the scene in a way that i liked it and rendered it and saved it as a JPEG.
This is my robot that i created using 3D Max shapes from Standard Primitives and extended primitives.
This is my human character that i designed on paper then created it using the shapes on 3D max the character isn't exactly as i planned but i am happy with it.

I used box modelling to create a castle, we right clicked in perspective and selected edged faces, then we selected modifier and right clicked on the shapes and selected editable mesh to make the walls and towers look more like a castle.
This is my 3D model of the church that i drew out on paper and than created in 3D max its not as good as i expected but i am still learning most of the tool on 3D max.

This is a 3D model of a building that i found on the Internet to compare with the one that i created, hopefully i will be able to create a 3D model like this in the next few weeks once i have learned more about the software.Arched windows and doorway
Today i started on creating arched windows and doorways, i started this by creating a box adjusting the width, length and height making a Small rectangle shape, then i went to the modifier tool and selected bend and then selected the X axis and changed the angle to bent the box into an arch shape. after that i selected the editable mesh in the modifier list and dragged the bottom right and left polygon down to create pillars I then went to the matirial editer select noise and found a beige colour to made it look like stone.
UNWRAP UVW
This is a house model i was given to use i had to unwrap the box to its template layout, to do this you go to the modifier list and click on UVW unwrap.
Once you have done that click the plus and select face, to open the box to its layout, you have to do each side of the house one at a time. now you start selecting the faces together by holding control and click each one until you have the whole side selected. like in the image below.
Then you go to your parameters and click edit and the UVW editor will come up so you have this screen. and re size the side of the house, you keep doing this with the sides, the bottom and the roof until you have something like in the image on the right.

Once you have done this you can start pasting images of house textures onto your layout putting each image on a different layer you can also add doors and windows.

You save this as a JPEG and go back onto 3D max, you press M on your keyboard to bring up the material editor and next to diffuse click the capital M click next to bitmap and fined the textuer that you saved and open this should then paste the texture onto your 3D house.
ANIMATED NAME

Here's my 3D name that i created by clicking the shapes icon and text, i selected my font, typed my name in the text box and spaced the letters out by keening it. I then clicked on the modifier icon right clicked text and converted it to an editable mesh, selected polygon, selected all the letters and clicked extrude to make my name 3D. to edit my text colour i pressed the letter m on my keyboard to bring up the material editor and selected the colours for Ambient, Diffuse and specular and edited the glossiness, softened it then i clicked show standard map, set the map co-ordinates to planner from XYZ dragged it to perspective and pressed F9 to render it.
This is my animated name.

Today i have been experimenting with the use of lighting in 3D max to do this i chose the plane object from my standard primitives and then clicked on the lights tool which is the one with the icon that looks like a torch, i then picked target spot and in the front viewpoint i created my light to make it shine down from above and in the modifier list i used the decay tool and set to inverse to decay the light as it goes further out.

I then changed the colour clicking the white rectangle next to the multiplier and selected a different color


I then created some shapes to see how the light would work on them using the things that i have learned.

Today i created a corridor with a series of lights, i created a box, created an editable mesh and deleted the top and end polygons, i then selected all the polygons and under selection i ticked the show normals box and scrolled down to surface properties and selected flip . I then made a lampshade using a cone i then went to lights and made my target light come down through the lampshade i then went to modifier and turned the hot spot beam down. to light up the rest of the corridor i cloned my lights and lampshades, i did this by selecting my lampshade and holing down shift i dragged the shape along to copy it, i did the same with the light.







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