Friday, July 13, 2012

Complex Object like Chess draw in 3d Max ( Lesson#13 )


Creation of complex objects using Editable Poly

Board with chess
In the previous lesson we created with the help of Editable Poly is quite simple, angular objects. However, using Editable Poly (as Editable Mesh), you can do almost any kind of object: technology, buildings, interiors, furniture, animals, landscapes, etc. In my humble opinion, the most difficult to simulate the organic stuff that is animals, people, plants. So the lesson I decided to create something similar.But since the object model must be both simple, I chose to create chess. The special character should be a lesson, chess knight, he combines a rather complex profile of organic substance and sketchiness of chess pieces.
Let's start with the simulation that will make all the simple shapes, at the same time repeat the material covered and learn something new about the arrays (Array). Then proceed to the immediate topic of the lesson - the modeling of the chess knight. In the end we impose on all objects textures and materials. I would also like to say that you should not despair if you have a sudden something does not work. When I first made a model of this complexity, I have nothing at all happened, and I have it and not finish. However, I realized the main thing - using this modeling method can do anything, just need to learn how to use it properly.

Simulation of simple shapes

All figures, except for the horse, are the usual rotation of the body. I hope you read the lesson about the body of revolution , if not, you'll have to read it. Next, I will profile all of these figures.

King
King
Queen
Queen
Elephant
Elephant
Rook
Rook
Pawn
Pawn
In order for you to represent the ratio of the size of the figures, here is a picture:
Note that the base of the king and queen the biggest, rook and bishop for a little less, and the base of the pawn is the smallest.
Make it so that these peaks were the same coordinates X
And do not forget to put the checkbox near the Weld Core, if necessary, about Flip Normals. Do not skimp on the details, I set the value of Segments 64.
All these actions aim to ensure that the resulting object into coherent, without any holes and that these artifacts:
If the object is not consistent, then the operation Boolean (following our step) will be satisfied with an error.
Thus, we complete the creation of the rook to make this box and put it this way:
Now go to the Hierarchy tab and click Affect Pivot Only
And move the center of boxing in the center of boat:
Go to the tab Modify. Then go to the main menu Tools → Array ..., in the dialog box, enter the following values:
As a result, should get 5 identical boxes arranged in a circle:
Transform one of them in the Editable Poly, on the Modify tab, click Attach:
And'll click on the remaining boxes, thus you will merge five boxes in a single object. Now select the boat andapply the operation Boolean (if someone does not know how it works, you can read here ). It should look like this:
Next, create the same way "crown" for the queen. Start with a cylinder:
In the setting of the array (Array), enter the following values:
Happen:
After the application of Boolean as follows:
The final touch is to create a "crown" of the king, it is a spline:
To which the modifier Bevel:
In this simulation of typical shapes finished and can move on to the main theme of the lesson - the modeling of the chess knight.

Modeling a chess knight

Let's start with a horse picture settings. The image itself can be downloaded at the end of the lesson.
It will help us to keep the proportions to create a horse. Dimensions of boxing, which will impose the image chosen for the height of the remaining figures.
For simplicity, we will do one half at first. Then copy it to reflect and glue the two halves.
Next, make a box that will form the basis for further action.
Convert to Editable Poly and move it to the top of both the images below:
Next, select the top polygon
Squeeze him up and set the top, so they walked along the contour of the profile image
Continue to squeeze the upper range and adjust the top:
Scroll to a group of polygons:
And squeeze them
Slightly adjust the new vertices
Once again, squeeze those polygons and adjust the top so that they are on the edge of the mane:
Add a little volume. Slide the top as shown below:
Extrude the polygons again to form a mane:
Highlight and delete all the lower grounds, and then select the top three landfill
Extrude these polygons and adjust the top as shown in the figures:
Connect the top top
Extrude the top polygon mane, setting the corresponding vertices
Push the top of the mane on the boundary, as shown in Figure
Extrude these polygons
Adjust the top to create the ear:
Squeeze out one more time, these three landfill
Complete the movement of the ear of the same vertices:
And then shut and the creation of mane and squeeze the polygons again:
Let's start creating faces. Remove the bottom polygons Mane:
Select and extrude these polygons:
Remove the top of the polygon
Align the top of the ear in the area:
Set up just below the top to make a more rounded snout:
Once again, extrude polygons, and remove the ground from above:
Connect these vertices
Next on the side view, adjust the location of the vertices as follows:
Repeat this procedure for squeezing out one more time:
Continue to extrude these polygons. To make it easier to work, you can press Alt + X on your keyboard to make an object semi-transparent:
When setting up the top until you get the roundness of faces
Extrude the polygons again and adjust the top as follows:
Adjust the top forming the lip
Go to edit edges and using the tool do the Cut edge as shown:
Apply to new edges of the tool Chamfer:
Now combine these three peaks
Highlight the new landfill
And not a lot of push them inside:
In order to more clearly identify the mane, select an edge on the edge of the mane
And apply Chamfer:
The same goes with this blank:
Chamfer do the same on the lips
And about the eyes, not much thicker:
Now you need to apply the correct polygon smoothing groups, the model looked smoother. To do this, select all polygons except the mane:
And give them a group of anti-aliasing, for example 1. Then, deselect, select the remaining polygons and assign them to another group of anti-aliasing, for example 2.
Next, make a semi-circular base, this will put the top on the basis of the outside
After that, pull out the remaining vertices, so that the horse's neck, gently narrowed toward the head:
At the end of the mane select two edges
Hold down the Shift key and drag the edges are as follows:
Glue these vertices:
Select all the polygons on the back and remove them
Highlight the edges of the base
And holding down the Shift key a little bit lower them:
If you got this far, I congratulate you! The main part of the simulation, we have finished, have remained small parts. To begin, copy what happened and reflect with Mirror tool on the main toolbar:
On the Modify tab in the Edit Geometry rollout, click Attach
And do not click on the selected half, resulting in two halves merge into one obekt.Posle this go to the Element sub-object and slide one half to the other (highly recommend for this binding Snaps Toggle). Next, select the vertex at the center and glue them.
Well, that's a horse and over, is left to the base figure. To do this, make a copy of an elephant, and reduce the number of segments in it to 16:
This should be the base for easy connections to the rest of the figure. Now, convert the figure into Editable Poly and remove these polygons (polygons at the bottom of a small strip should be left):
Put the bulk of the figure above the base, as it should be about:
Use the Attach to connect two pieces, and gently dragging the top, connect and glue these parts:
It remains to smooth the resulting model. To do this, fold the stack of sub-objects (to be allocated to a line Editable Poly) and apply the modifier MeshSmooth. This modifier allows to smooth the mesh, in detail, we analyze its effect on these lessons, but for now just put the option Iterations to 2
Now the creation of the horse is fully completed

Setting up materials

Let's start with the board. Board is composed of two materials. The first material is the upper part of the board, and the second is a sidewall. In order to put just two (or more) materials on one object there is a type of material Multi / Sub-Object. Open the Material Editor, select one of the cells and set in place a Standard Material Type Multi / Sub-Object:
Multi / Sub-Object is not inherently material in the conventional sense. He does not have such characteristics as the Diffuse, Specular, etc. But he is like a container (the root of the tree) for a number of other materials and clicking on one of the materials you will proceed to set up this article:
So, after clicking on the button indicated in the upper figure, configure stuff like this:
Use the map Bitamap a Diffuse texture for applying the top of the board. All the textures together with the lesson can be downloaded at the end of the lesson. Adjust the intensity of the reflection of the level 20 and a map Raytrace:
Then click Go to Parent, and click the second button:
Customize this material is similar, except for the texture bokovinki. As a result, we have set up two of matter within a multimaterila:
Pay special attention to the fact that each has its own submaterial ID (unique number). In the first material ID is 1 and 2, respectively, in the second.
Now we need to put this stuff on the board, but it needs to be done. Board will be a regular square box:
Convert this box into Editable Poly and select the top polygon:
On the Modify tab near the Set ID set to 1 (although there, and so must be one by default)
Next, select all polygons and other Set ID set to 2. If you have not realized that we now have, I will explain. As you may recall, we created two different materials with two different ID (1 and 2), and now we have assigned these same polygon ID. Thus, we indicated what grounds, what materials are cast. Now assign this material is created by boxing (do not forget to turn in front of this stack sub). It should look something like this:
Smoothly resizing a board until you get to the value of the cell was slightly larger than the base of the king and queen:
The following materials for black figures:
And the white pieces:
Both set of materials with very little reflection intensity:
Well that's all, materials are set, it remains to impose the relevant figures, and figures raskopirovat and place of places:
The result of the lesson - a board with chess


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