Computer Animation                                              3DS Max Sub-D Procedure Notes

 

  NOTE: THESE INSTRUCTIONS ARE FOR CREATING A CHARACTER USING SUB-D FROM LAST YEAR'S CLASS. USE THEM ONLY AS A GUIDE TO MAKE YOUR OWN MODELS. SKIP WHAT YOU DON'T NEED:

 

 

Use these notes as a guide through the max assignments. These are not official assignment instructions, only notes that might help you if you forgot a technical procedure in the 3DS Max process flow.

 

Alot here, only use what you need!

 

Contents:

 

  1. StarFish Man 1: Make Sub_d Capsule (OR DOWNLOAD CAPSULE HERE)
  2. StarFish Man 2: Manipuate Sub_d Capsule
  3. Attaching your StartFish Man into one mesh
  4. SoftSelection Editing of Starfish Man
  5. Making a Box Environment
  6. Lighting (& shadows, camera) StarFish Man
  7. Textures and Materials
  8. Sub-object Textures and Materials
  9. Rendering Images and Movies

 

 

StarFish Man 1: Make Sub_d Capsule

Follow the web tutorial as you go through these instructions:

 

 

                Create a box : Create; Box; Click Drag (Make sure your proportions are the same as the torso)

                Zoom windows to see it well: Zoom Extents All

                Center it to original: Select and Move; set x,y,z = 0.0

                Make it an Editable Patch: Modify; Modifier List Pull down; Edit Patch

                Set Surface Steps to 0: Scroll Down to Surface; Make View and Render Steps = 0

                Subdivide it in half along in x:

                                Right Click; Subobject->Edge

                                Select Top Front Edge;  Geometry Rollout; SubDivide (Check Propagate Box)

                                Select Half; Delete

            Give box1 a Wire Frame (and 2 sided) Material:

                                “m” to bring up the Material Editor; Click Wire Frame and 2 Sided

                                Click Diffuse and Choose Color

                                Apply this material to box 1: Apply Material to Selection

                This is box 1, the cage

                Make a Clone: Edit; Clone; Click Reference

                Make it a Sub-Div Surface: Modifier List; Sub Division Surfaces; MeshSmooth

                Give it 2 sub divisions: Subdivision Amount Rollout; Iterations = 2

                Give Box2 a Non-wire (2 Sided) frame Material

                                “m” to bring up the Material Editor; Click Diffuse and Choose Color

Apply this material to box 2: Apply Material to Selection

This is box 2, the subdivsion surface controlled by the cage.

Set Edged Faces: Right Click over Perspective, Select Edged Faces

Mirror Box2: Mirror; Select Instance

Save your Sub-D Capsule for future uses

 

StarFish Man 2: Manipuate Sub_d Capsule

                Subdivide the Cage:

Select Box 1: Right Click; Subobject: Edge

Select An Edge; Geometry RollOut: SubDivide (Propagate on)

                Move SubDivide Vertices: Right Click; Subobject: Vertices; Select and Move

                Extrude Patch:

Right Click; Subobject: Patch: Select Patch Quad

Extrude & Bevel Rollout; Extrude; Dial up Extrusion Control

 

                Use this technique and the web tutorial to complete the starfish (wo)man.

                Start experimenting with:

-  the number of subdivisions

- preplanning there placement

- Scales, moves, rotations, besides extrusions

 

Attaching your StartFish Man into one mesh              

                Save your sub-d starfish man max file: So you can return to it

                Delete Box1 ( the cage) and Box3 ( the clone): Select (Goto Top Level) and Delete

                Mirror box2 across the axis a Copy: Select Box2, Click Mirror with Copy checked

Convert the new copy to editable mesh: From Modifier List

                Attach Sides: Geometry Rollout; Attach; click other side

Convert the new copy to editable mesh: From Modifier List

Weld Shared Row together:

Select Suboject: Vertex
Select the vertices in the shared row at the centerline of the model
Click on "weld" in the command panel

 

 

SoftSelection Editing of Starfish Man

 (do this to fine-tune local shaping of model)

                You must attach Starfish man into one object first (above)

                Get in Vertex Mode: Right Click; Subobject: Vertices

                Turn on soft selection: Soft Selection Rollout; Click Use Soft Selection box

                Select Vertices; Change falloff in Soft Selection Rollout to effect falloff

                Select and Move or Rotate or Scale a group of vertices

               

 

Making a Box Environment

                Create Box: Create a box around the starfish man

                Flip the normals of the box:

                                Select Box; Modifier Mode:

In Modifier list; Select Normal under Mesh Editing

In the Parameters Rollout, Check flip normals

Adjust Size to fit and work with starfish man (i.e. starfish man on floor)

 

 

Lighting (& Shadows) StarFish Man

                Add an Omni Light: Create; Lights: Omni; Click in Scene

                Position it: Select and Move it checking results in Perspective Window

                Check it: Select Appropriate View; Click Render (Teapot)

 

                Add Target Spot: Same as above but for Target Spot

                Position it: as above but now for source and spot

                Check it: As above

 

                Repeat Process adding another light as desired.

                Change falloff of target: Modify; SpotLight Parameter Rollout, Change Hotspot, Falloff

 

                Add a shadow:

                                Select one of your Target Spots; Modify;

                                Turn on Shadows in Shadow Parameter Rollout

Adding a Camera

                Similar to get a light: Create; Camera; Click in Scene

                Right Click on Perspective; views; Pick Camera 01 (Now you are looking through camera)

                Use Corner Right Bottom Controls to adjust

               

 

Textures and Materials

                Add a texture to Starfish man or box environment:

 

Add UV Mapping:

                                Select desired Object

Add UV Mapping: Modify; Modifier List; UV Map under UV Coord. Modifiers

Pick Mapping Parameters: mapping, Tiling (Get a texture to see results)

                Apply texture and shading

Keyboard “m” to bring up the Material Editor

In Material Editor: Get Material: Material Library: Drag Material to Sphere preview

Click Assign Material to Selection; View result in Camera Window and via render

Adjust Mapping and Tiling  (see Add UV Mapping instructions)

Adjust Lighting if necessary

                Adjust shading Properties

                                Select appropriate Sphere Preview in Material editor

                                Select Shader and adjust Diffuse, Specular and their attributes

                Add a bump map

                                In the maps rollout, add bump map ( copy form diffuse map); change amount

                                Render to preview results.

                Experiment with difference shaders and textures from the maps folder

                                Try Concrete; Wood

                                Try the Glass ball shader from the Intro to Light tutorial

               

 

Sub-object Textures and Materials and coloring

                Create Sub Regions of an object to apply materials to:

                                Select Desired Object;  Subobject-> Poly

Use the Smoothing Groups in Surface Properties Rollout

                Select a sub region of polygons

               

                               

Rendering Images and Movies

Click Render Scene ( teapot with window)

For images

                Pick appropriate image resolution

                Click Files and choose file name, path and output format

                For Movies ( Must have animation completed)

                                Pick Range or Frames in Time Output rollout ( in render scene)

                Pick appropriate image resolution (320x 240 suggested)

                                Click Files and choose file name, path and movie output format (avi, mov suggested)

(cinepak a good compression codec)

 

 

Final Note: Review the class  technical Q&A for additional advise and also submit your technical questions there or attend the open lab sessions to have your questions answered face to face.

 

Email us if you see errors in this document or if you have some notes that we can include about your 3dS Max process flow.