IntroductionThis tutorial will teach you to create 3d blue prints for vehicles and other miscellaneous objects for 3ds Max. Things you will needYou need basic knowledge of 3ds max.Internet coverage of course: D Set up the blueprints for 3ds MaxLoad up your internet browser go to the address (www.the-blueprints.com) – you may have to sign up to get.
In terms of 3D modeling itself, 3ds Max is capable of creating parametric and organic objects with polygon, subdivision surface, and spline-based modeling features. Features interesting (for designers in particular) are the NURBS-based modeling tools in this 3D modeling software that allows for both organic and mathematically precise meshes. 3D Model Download,Crazy 3ds Max,Free 3DS Models Download,3d modelling,Download 3DS Models,3D Max Models,3D Texture,Download 3D Texture,3D post-material,AutoCAD Blocks,3D Design Works.
The images in a big size. Navigate to their data base by clicking on (The Blueprints Database) Located on the navigation bar.Choose your category in my case I am making a Audi Quattro so I select cars then Audi an scroll to Quattro. (Tip = search for a blueprint with four views especially when doing cars it gives you more freedom when you come to model).Now that you have selected your car, plane or whatever you are making you need to save out the image with this saved we are going to split it into 4 pieces or however many you have in the image.Front, Back, Top, Bottom and side.Now open your image in Photoshop or any other editing program and begin to cut out each of the views on the image and put them in separate documents. (Tip = make sure you get right up to the edges of the car).Once you have cut the image go file new then click ok.
The end result could look for example like this. Notice that this is a stylized head which is not exactly realistic. For example the eyes are too big.Human head is one of the most difficult subjects to model believably. The structure and form of a human face is so familiar to everyone that even a small fault in the 3D model is easy to notice.This tutorial covers the 3D modeling of a human head in 3D Studio MAX using polygons. The head is modeled roughly using polygons. The head will get its final form when Meshsmooth modifier is added to it. When the Meshsmooth modifier is added to it the face becomes a so called subdivision surface.
Subdivision surface means a surface which is created by dividing the original surface into smaller polygons. Meshmooth modifier does exactly this. This way the rough surface can be made rounder and smoother.
The end results is a head similar to the one in picture 1. Notice that this is a stylized head which is not fully realistic.
For example the eyes are too big and the ears have been simplified. However, I believe that this model could very well work as a basis for realistic geometry of a human head. Topology, Edge loops and Poles. The picture above is.In picture 2 and 3 you can see the topology and edge loops of the model. By seeing the structure of the model you can conclude how well the model is suited for animation.
Fnv crashes on startup. Edge loop means a row of edges that goes through successive four sided vertices. Four sided vertex is a vertex where four edges meet. In my opinion, in an ideal model that is made for animation edge loops are parallel or perpendicular to the movements of the muscles.There are almost only four sided polygons (quads) in this model which is good if the model is going to be animated. One should always aim to construct the model from four sided polygons when modeling a character. There are naturally three sided and five sided poles in this model. A pole is a vertex where less or more than four edges meet.
Pole ends an edge loop and might sometimes cause trouble in animation. If you want to know more about the subject I recommend reading. Another great resource where to find more. 3D Studio MAX Tools. Reference pictures provide a lot of help when modeling a human head.It's best to use real photographs as reference pictures when modeling a human head but if real photos are not available you can download pictures below.Create reference pictures in 3D Studio MAX according to picture 5. Change Left view to Right view.
Create two plane objects whose size is 512 x 512 (the same as the pixel dimensions of the pictures. It's relevant that the proportion between width and height is the same as in the pictures) and add textures to them. Set the Self-Illumination of the materials to 100 (material will become self illuminating and therefore is easier to see).Prepare the ViewsTurn on Smooth + Highlights (F3) and turn off grid (g) in all view ports. Set the width and height segments to one in both plane objects. The head is considerably easier to to create when we can model according to the reference pictures in the background.Page 2.