Basic modelling with 3dsmax tutorial.
Before we get into anything make sure you have all the tools needed.
Firstly we need to download the tools before we do anything and the scripts to install for your version of 3DsMAX.
I will be posting images with an explanation allowing time for you to complete each step and reply to your posts. I will be taking questions for each step we go. We will be learning how to make basic models first (eg buildings) then more complex objects as the weeks advance. If you know MAX you can also help me by taking questions.
I will be doing this in sections:
1. Face Mash editing. Getting to know the basic tools and panels, Poly /Vertex Mash editing. Forming better shapes like roofs.
2. VU mapping and texturing. Applying textures to your objects the right way. &. Creating the Collisions with surface maps and TXDs.
5. How to get objects in game.
6. Making Complex objects and mapping.
8. MAP-IO and aligning objects in game.
3dsmax 9 - 32Bit: https://www.dropbox....3dsmax9Trial.7z. 3dsmax 9 - 64Bit: https://www.dropbox....max9Trialx64.7z
Latest Max 2014; http://www.autodesk....-max/free-trial Note+: This site can be buggy. just refresh your browser to fix any links that do not seen to appear for the first time. When you have either max 9 or 2014 installed, reboot if needed, unpack the version of your scripts and place these in; C:\Program Files\3dsMax9\Scripts copying over anything existing.
The Max Scripts: https://www.dropbox....cripts_Max9.rar <-- Max 9 and https://www.dropbox....ts-July2012.rar <-- Max 2011 and above. The scripts packs are to be installed on the windows HDD ''c:/Program Files/Autodesk/3dsmax'' folder. Copy the Scripts folder of the zip archive over writing the scripts folder of 3dsmax. This will install the scripts.
Basic textures from GTAIII to SA are in .bmp; https://www.dropbox....textlist_Sol.7z The textures belong on your Desktop in a folder called textlist/
I will be updating this post until I see people join and then posting onwards depending on the questions asked.
1. Face Mash editing. Getting to know the basic tools and panels.
The 3dsmax window layout. It's important to get everything where you need it quickly, you can also move buttons and tabs around. So try this out. I like to plan everything down to how I want the 3dsmax window to look like into how I am going to work depending on the project.
The Viewpoint Toggle can be found in the bottom right hand corner - This will allow us to bring the 4 panels into 1 so we can rotate and see everything better.
Arc Rotate - Allows you to freely move and rotate the object or scene you're in.
Field of view - Pin point zoom tool.
Pan around the object or scene.
This is all you need to know for now. The rest we can talk about later.
Moving on by right clicking button you want to select; Smooth and Highlights, Edges Faces and Show Grid.
Next you'll notice an empty space on the top right of the icon /buttons bar, clicking on this will enable you to select the snaps tools window using the right mouse button. Alternately this can also be done clicking on the menu bar selecting Customize -> Show UI to Show floating tool bars.
Close everything else except Snaps.
Selecting Primitive Objects and how to shape them.
| We want to select [ BOX ] looking down that panel you'll see Length Segs, Width Segs and Height Segs. Look at the image below. - |
We want to set a even number for the Length and Height sides of the cube and a uneven number for the Width.
So 10 Length, 10 Height and 9 Width, All will become clear into why we are doing this later when we start to shape the roof.
Move the mouse pointer to the scene window. Press and hold the left mouse button about north west and slowly drag the pointer to the south east and then let go.
Move the pointer up a little to create the height then one left click to end with a cube shaped object.
Because we selected the Smooth and Highlights, Edges Faces and Show Grid in the Perspective settings this is so things are easier to see and edit, we can use wire frame later when required. We now want to manipulate the polys that in turn shape the faces on the cube object. Right Click on the Cube object and select Convert to editable Mash where some modding can happen.
Select - Modify to bring up the modify panel below. Select box01 and change this to a name you like ie; House01 for the name of your model. under Modifier list your notice the words box - Right click this and select convert to editable mash.
How to move around; We will be using Arc Rotate and Pan around to freely move around your object by left clicking and holding your left mouse button down. Zooming in and out where needed using the middle mouse button. Press to select single face, pick Ignore Backfacing and then [Extrude] half way down - ignore the number on the right for now. Select pointer and move back to the scene window to select your faces on the cube one at a time holding the left CTRL key down that you would like to press in or out with [Extrude]. We will start with a Door first by picking the faces we want to change.
Clicking [Extrude] this time from the modify panel watching the number on the right of the extrude button, press the red selected faces moving the mouse and holding the left button we get to effect those faces. we want to push in these faces so what we are trying to do looks like a door.
We have a door shape, now we try for a window by selecting some more faces but this time we will try it another way by selecting [extrude] and to the right deleting 0.0 and putting -5.0 in the box and enter.