3D is a space where we can use height, width and depth; to create shapes and models for use in many things, for example in games and in CGI to save money and time on effects.
As we were testing out the 3D plane we made a Totem pole out of primitive shapes, we later edited the polygons of these making them more complicated and giving them more detail. we learned the hot keys of 3ds max these being: w - move tool to move you object in the 3d plane, e - rotate tool to rotate your object around a point, r - scale tool to grow and shrink your object
we also learned about the align tool this being alt + A this then brings up a menu giving you some options on how you'd like to align it.
alt + middle click would move your camera round what ever you have selected; normal middle click would move your camera up and down also side to side depending on how you move your mouse.
while we were still exploring how to use 3Ds max; i found the mesh editor on my own and messed around with it a bitto create weird shapes and indents on my totem pole.
the angle snap tool is the one with a graph looking thing it allows you to rotate your object at a 5* turning point instead of freely
a primitive cone shape.
extruded faces and then edited those faces
used a bunch of tools in a bunch of places
We were told how to use some of the poly editing tools to create more detail and texture without using a million different boxes and cones to do so, this tool is usefull because it allows us to create more detailed models for example later on we created a crate with the extrude tool and some others.
we created a submarine in 3ds max using a reference image that we chose, to do this we created a flat plain and put a bit map on it witch we could then look at in 3ds max this stops us having to swap our applications constantly saving us some time, then we used some basic primitives to create a base shape, like a sphere that i then stretched out to replicate the look of the submarine i then added cones witch i flattened on one side so replicate the fins on the submarine, i then edited the polys of this cone to try and replicate the curve in them although it didn't go that well as now they're just pointy and jagged.
we were given a 3Ds max file that when open contained the steps in making a pallet that we then followed and imported our own texture of the internet. we can also scale the UVW Map to make the textures not stretched and nicer to look at
adding a UVW Map modifier to our pallet allows us to add some textures to is as this modifier is a speedy way to add coordinates and points onto your models without taking hours to do so.
Given another 3Ds max file to open and have another tutorial in it for how to create a box, that you could see in a game; when making this we had to make sure the units were right or else youd have a very large or very small box and not to scale of your world at all.
i made this box using the primitive box then i used the inset tool to get an area then i used the extrude tool to indent an area; i did this while selecting all faces so it did it equally on all of them this ensures that i don't get an uneven box and all the indents are the same size, i did a similar thing with the rectangular box.
i held down shift and then moved the box this created a copy of the box that when textured should have the same texture as the rest, i also did this for the pink long boxes when creating the original box then rotated them to make it look like they belonged on each face right. (i deleted the unseen faces and the extra boxes to give more space to texture the original later while i was texturing)
i added a random texture to the crate this was to make sure the texture would work, i then changed this texture as it didn't really allow you to see all the details of the box that easily.
removing the faces removes polys witch can increase performance, this would be benificial in a game with a lot of models making some faces unseen would have a huge impact if you had hundreds of models in a game
i changed the texture until i thought that it looked better and the indents were visible so that you'd be able to see the box properly.
we added a unwrap UVW map onto our crate this allows us to open the UV editor panel, where we then selected each face and grew it twice so the whole side was selected once we had done that we then used the quick planar map tool to create a map for it we did this for each side and each bar however during the bars once we had done the last step we then used the straighten object tool.
once we had done this for everything we applied a checkered texture to the create. then we used a scale selected sub-objects tool to make all the squares as square as possible.
Then we used the pack custom tool to put everything into a small box packed together.
deleted a centre bit so we can then expand it
we used the bridge tool to cover the gap in the top and used the chamfer tool to give the top a curve
i used the inset and extrude tool to give to top detail i then made a new cylinder and got rid of most sides for the handle
we then unwrapped the textures so that they would be able to be used elsewhere i did this mostly with the relax until flat tool in 3DS max
i made a cylinder primitive then added a edit poly to it so i could move the height segments and extrude them so that it gave the barrel its bumps then i used the
we went over unwrapping one last time