Este tutorial apresenta uma forma muito simples e eficaz de modelar um edificio em 3ds Max Design.
Começemos pela 1ª parte do Tutorial
In part 1 of this tutorial I will show you how I modeled a
building in 3ds max as it gives you the tools to model quickly without
perfect accuracy but those aren’t necessary in the design stage. This
tutorial focuses on translating an idea or sketch into a model. Part 2
will consist of lighting, texturing and rendering the scene including
the use of ambient occlusion.
Creating a box
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Go to the create panel, select geometry -> standard primitives -> box.
Fill in the dimensions and press “create” this wil create the box on the origin.
Convert to editable poly
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Now you have a large
box, right click it and go to convert to -> editable poly. This will
give us the ability to edit the individual polygons and vertices.
Selecting vertices
While you have the large box selected go to the modify panel (1).
Select the dots (2), this means you can select individual vertices. Now
select the 2 vertices like show on the screenshot (3). Now RIGHT click
the move button, this will give you a dialog. Change the Z value from
500 cm to 850 cm (5).
Deleting polygons
Select the bottom and the closest polygon through the edit poly menu and delete them (delete key).
The result should look something like this.
Creating the ground
Next go to the create panel and click box, fill in the values as
seen on the screenshot and press create. This will create a box of the
same footprint as our building and on the same origin, this will become
our floor/ground.
Result
Now you have created a box that fits perfectly as the ground.
Convert to editable poly
Convert the floor box to an editable poly and select the front edge.
Extruding polygons
In the edit poly menu select the extrude (dialog) button.
Extrusion values
Fill in an extrusion height of 450 cm with a local normal extrusion type. This will become our outside platform.
Repeat extrusion
Now select the side edges and repeat the command but with an extrusion of 50 cm. This will be the width of our walls.
Shell modifier
Select the main building editable poly and in the modifier menu select “shell”.
Shell values
Use a value of 50 cm outer amount. This will give the building a
certain thickness and make our wall openings realistic. This isn’t
always the perfect solution to create walls but it is sufficient for a
visualization that doesn’t require perfect accuracy.
Change viewport
Now go to the front viewport. You can maximize a viewport by
clicking in it and using the shortcut ALT+W, use this key to exit a
maximized viewport. I have changed the color of the objects to make them
more visible against the gray background.
Drawing lines
Go to the create panel, select shapes and press the “line” button.
Draw a line from the top of the building to the bottom.
Array command
Now select the line and go to the tools menu and select array. This
is a very good tool to create a repetition of an object. Because I want
the spacing of the curtain wall to be about 150 cm.
Array values
Make sure you press the box preview so you can see what the effect
will be, I used 149cm in the x direction with a count of 8.
Snaps
In the top toolbar there is a button for snaps, right click it to
set up the snaps and left click to activate it. I activated edge/segment
snaps.
Drawing lines
Now click one of the vertical lines, the blue icon indicates it
snaps to the line and click on the next vertical line (use the shift key
to keep rectangular angles).
Moving the curtain wall
Now we’ve got the lines of our curtain wall but they are one the
origin plane. Select them in the top view en just move them to the exact
location.
Edit spline modifier
Select all the lines and apply an edit spline modifier on them.
Sweep modifier
Now on top of that modifier apply a sweep modifier. This will turn
our lines into geometry. You can select steel shapes, corner profiles
and stuff like that but I’m going to use a rectangular section that will
resemble wood. To do this select built-in section : bar and in the
parameters use a length of 18cm and width of 5 cm.
Creating windows
To create the ceiling windows we will create a couple of boxes to
carve out the openings. I arranged them so they follow the same lines as
the curtain wall (the boxes are also +- 150 cm wide). You can choose
where you put them and the size as long as they go completely through
the roof.
Boolean
Now select the main building and go to the create panel, select
geometry and compound objects from the dropdown. Now press the
ProBoolean button and select “start picking” and click every box.
Boolean result
The boxes have disapeared and created holes in the roof.
Creating the entrance
I will go less in depth for the entrance and furniture because they
are pretty basic polygon modeling objects. I created a box with about
20 segments and converted it to an editable poly, selected the 2 side
polygons and extruded them so they reach the ground.
Repeat
Repeat the process to create the furniture.
Convert to editable poly
Now create a box about halfway the entrance, this will become one
of our doors. Convert it to an editable poly and select the front and
back polygon.
Inset
Now select the inset dialog button and use a value of 10 cm. Press ok and delete the newly created inner polygons.
Selecting borders
Now under editable poly select the border button, this will give
you the ability to select the borders. Select the two.
Bridge command
Go to the bridge dialog button, this command will connect two
borders. Remember this command because it can be very useful in
architecture because you can define how borders connect (twist and stuff
like that).
Filling the door
Now create a box like on the screenshot, position it at the bottom.
Array the box
Go back to the array command and use the preview to fill the door
as you see fit. In this case I used 25 with a move of 7 cm in the Z
direction.
Grouping
Now select all the components of the door and go to group on the
toolbar and select group, this will make it easier to select the entire
door.
Finishing
I have copied the door to the other side and rotated it a bit to create some dynamics, I also drew a box in the middle.
Windows
The openings in the roof still look a bit computer generated with
perfect angles. Convert the main building back to an editable poly,
select the inner polygons of the windows and in the edit poly menu
select “detach”. This will change those polygons into separate objects.
Window detailing
Apply a shell modifier to the object with an outer amount of 5cm,
then apply another edit poly modifier and select the bottom polygons and
extrude them.
Placing a camera
Now to create a camera just move your view inside the building and
hit CTRL+C this will create a camera you won’t be able to move your view
normally so hit P to go back to the normal perspective view. Now you’ve
got the camera created you can move it around and change the properties
,I’ve selected a stock lens of 35mm.
Now you’ve got a plain model of the scene, you’ll need proper lighting
and textures to create a quality render. This first sections explained
the basic modeling tools in 3ds max, I’ve focused more on dialog
commands and less on eyeballing but it is possible to create boxes,
extrude polygons… by dragging your cursor on the screen but this doesn’t
give you any accuracy. In the next part we will look at lighting
through the daylight system and sky portals, creating textures and
applying them and finally rendering the scene. The part 2 source files
will contain the model we created.
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