Friday, July 13, 2012

3D Max surface modifier using ( Lesson#14 )


Creating a surface using Surface modifier

Chrome-plated spoon
Today I will introduce you to an interesting technique based on the formation of surface splines. This method is based on the use of modifier Surface. Despite the apparent simplicity of this method of modeling, in my opinion, it is quite difficult.Therefore, if in the course of the lesson something does not work, be patient and try to achieve a satisfactory result. Surface will be used to parse through the creation of a spoon, but in the end create the material for her chrome-plated metal.

Simulation of a spoon

So, let's begin. Run 3d max and create a spline:
The following is a copy of it to do, reflect, and attach it to this spline. Since the on the lessons of the past this has caused many difficulties, then repeat this process in more detail. Go to edit mode splines:
Edit mode splines
Select all of the spline:
Holding down the Shift button, move it, so you create a copy:
Now we need to reflect this copy for this on the Modify tab, click Mirror, first pointing the way of reflection:
Mirror Button
It should look like this:
Slide the top to the bottom of the spline:
Select these two peaks:
And press the Fuse
Button Fuse
This will cause the two peaks "move out" at one point, but do not stick together. Then click Weld to glue these peaks. A similar operation must be repeated with these two peaks:
Change the glued vertices on Bezier, and adjust the smooth contours in these areas:
Now create a spline Circle and put it like this:
Click the Attach:
Attach Button
And click on the unallocated spline to merge the two into one spline:
Once again, click Attach, to exit this mode. Go to edit mode splines:
Edit mode splines
Move the circle created by the end of the spoon and use Select and Uniform Scale, promasshtabiruyte its Y axis so that the extreme top of the circle roughly coincide with the vertices of the spline:
Absolute precision is not required, but is also visible gaps should not be allowed. Copy the resulting circle and do it the same operation in areas where there is first a spline vertices. The result should look something like this:
Now promasshtabiruyte all circles of altitude, flattened them:
Set aside one by one these vertices:
And press the Fuse, to combine the top closer to each other. Set up the binding: for this, right-click on the Snaps Toggle:
Snaps Toggle button
In the window that appears, put a checkbox next to only the Vertex:
Close this window and click again Snaps Toggle, only the left mouse button. Then click the Create Line:
Button Create Line
And clicking on the top of the spline, create a line that runs along the upper and lower tops of the circles and after the extreme top of the first spline. At the end of a short-circuit the spline:
Convert a type of extreme peaks created by the spline to Bezier and lightly chamfer flow on the side view it looks like this:
Select these peaks and gently lower them to create a bulge in this place:
Specify the type of Bezier spline vertices of the latter, and round the bottom of the spoon:
Similarly, change the position and type of the remaining vertices, to finally give our spline shape of a spoon:
Well, we have created a framework for future spoons, left to apply the modifier Surface:
Spoon after the application of Surface
Settings modifier set as follows:
If the spoon after using Surface is black, put a checkbox next to the Flip Normals. If there are holes in the spoon, please check the intersection of splines: in these places all the vertices have to be combined into a single point (not glued). Sometimes you might have a slight curvature of the surface shape, in this case can help a small change in the form of splines.

Creating a chrome-plated metal material

Now try to create the material for our chrome-plated metal spoon. Open the Material Editor, select one of the balls and set the type of material Raytrace (this will help to create a reflection), the type of shading Metal, all other parameters as shown:
We define a map for reflection. If I am correct, then the chrome reflection of things are lost near the edges of the object. To achieve this effect, click the button next to Reflect rollout Maps:
In the resulting window choose Falloff. Falloff settings leave the default:
In the Mix Curve rollout, set the schedule like this:
Just from my observations of objects turn black chrome edge. This will help us achieve that same Falloff, only the card Diffuse:
Change the color black to dark gray:
A chart in the Mix Curve rollout, set something like this:
Set the level of reflection:
Well, the chrome material ready, but to see how it works, you need to create any environment around the substrate and, preferably, set up lighting:
The material is chrome-plated metal
In general, the chrome material turned out not bad, but there is no limit to perfection, and it can even finish. It should be noted that the chrome looks good on curved objects and objects of complex shape. As for the Surface, then this method can be used to model more complex surfaces, but in my humble opinion, its use for modeling complex objects more cumbersome than Editable Poly, although many may disagree with me. 


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