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All exercises within this module designed by Fidelis Josaphat Soekahar

3D Studio Max Level 1

These notes are important or even critical. Read them to avoid getting undesired results.

These notes, while not as critical as the above one, giving you hints tips or sometimes further
descriptions to the current topic. It is recommended you pay attention to these notes as well to get
better understanding of the topic.

These boxes, with the hands-on icon, contain the essential exercises to the corresponding subject
discussed in the current chapter. Wait for the tutor’s instructions to start with these exercises.

1. User Interface Overview

3D Studio Max General Terminology


• Viewport : the 4 block of windows (default setting) is the 3D view windows where you do most
editing process
• Object : 3D items, 2D shapes, lights and cameras
• Wireframe : The lines that define a 3D object
• Shape : a 2D line, closed or open
• Spline : one or more 2D shapes that form one object
• Modifier : a tool for changing the shape of an object
• Gizmo : a virtual area in which a tool takes effect
Command

Navigation
View port
Panel

Playback
Controls
Viewport Shortcuts:
P: Perspective View

V: Viewport Popup

Keyframe
Controls
Viewport

B: Bottom View

Track Bar
T: Top View
L: Left View
Viewport Menu)
(Right Click for
Viewport Label
Main Toolbar
Menu Bar

Coordinate Display
Slider Bar

Reactor Toolbar

Viewport Navigation Control Icons


= Zoom (click to activate then drag mouse in the viewport to zoom in current active viewport)

= Zoom All (click to activate then drag mouse in the viewport to zoom in all available viewport)

= Zoom Extents (click to focus on all objects in the scene in the current active viewport)

= Zoom Extents All (click to focus on selected objects in the scene in all available viewport)

= Field-of-View; to adjust the view wideness (click to activate then drag mouse in the viewport)
= Zoom Region, zooms on selected region. Available by default in orthographic views. For perspective

views it is hidden in the field-of-view flyout . (Click to activate then drag mouse in the viewport for
the zoom region)
= Pan. Slides the viewport in 2D (X and Y) directions. (Click to activate then drag mouse in the
viewport)
= Rotate the viewport. (Click to activate, and then drag inside the yellow circle for all axis rotation, in
the little yellow rectangles for one axis rotation and outside the yellow circle & boxes for view
rotation)
= Min/max toggle. Minimizes/maximizes current active viewport.

Walkthrough
Command Shortcut
● A special viewport navigation control tool.
Accelerate Toggle Q
● Using this tool you can navigate through Back S, DOWN ARROW
your scene just like in 3D First Person Decelerate Toggle Z
games. If you use walkthrough in Camera Decrease Step Size [
viewport, you can set the animation using
Down C, SHIFT+DOWN-
the walkthrough controls.
ARROW
Forward W, UP ARROW
● By default, it is hidden in the Pan flyout.
Increase Step Size ]
Just click & hold the Pan flyout and choose
Left A, LEFT ARROW
the shoes icon Level SHIFT+SPACE
● Use the directional keys (up, down, left, Lock Vertical Rotation SPACE
right) to move, click and drag the mouse for Reset Step Size ALT+[
view rotations. Right D, RIGHT ARROW
Up E, SHIFT+UP-ARROW
● Check out the table on the right for the
complete list of Walkthrough commands

General Shorcuts
● Ctrl + N : New File (or menu bar File > New)
● Ctrl + O : Open File (or menu bar File > Open)
● Ctrl + S : Save File (or menu bar File > Save)
● Ctrl + Z : Undo (right click on icon for history)

● Ctrl + Y : Redo (right click on icon for history)

● Ctrl + ~ : (Ctrl + tilde) Hides/unhides all open dialog boxes

Mouse Viewport Controls


• Left Mouse Button (LMB) :
o Choose & execute a command
• Right Mouse Button (RMB) :
o activate a viewport (active viewports have yellow border)
o turn off/end/cancel a command
o shows the Quads menu
o display viewport menu (click on viewport label)
• Middle Mouse Button (MMB) :

o (hold) pan viewport

o (Ctrl + Alt + hold or wheel) zoom viewport

o (Alt + hold) rotate viewport

Keyboard Viewport Control Shortcuts


1. P : Perspective View
2. L : Left View
3. T : Top View
4. B : Bottom View
5. C : Camera View
6. V : Viewport popup menu
7. O : Adaptive Degradation toggle

8. Z : Zoom Extend Selected All

9. Alt + W : Viewport fullscreen

10. Alt + Z : Zoom Tool


11. Shift + Z : Undo viewport changes
12. Shift + Y : Redo viewport changes
13. F3 : Wire/Shaded mode
14. F4 : Show/Hide edges
15. Shift + Q : Quick Render
16. F9 : Render last

Essential Exercise 1:
“The ABCs of Viewport”

Open file Viewport Start.max. Nothing in it. Don’t panic yet, press the Zoom Extend icon or press
the Z key on the keyboard. Ah, there you go. There’s a box with letters on it.
1. Here’s your first task :
Using only viewport navigation tools (pan, rotate, etc) Try to get a shot on each letters with no
other numbers visible. After you view a number, press F9 to render and save the render on
your data folder, name it by the visible letters (A, B, C, D, E, and F) using common bitmap format
(bmp or jpg). Piece of cake.

Just A little note, try to use the keyboard shortcuts instead of the viewport navigation icons so you
can work more efficiently.

Psst! Here’re the answers :


a. Press F key to view the letter E. F key is the shortcut to change the viewport view to Front.
b. Press T key to view the letter A. T key is the shortcut to change the viewport view to Top.
c. Press L key to view the letter C. L key is the shortcut to change the viewport view to Left.
d. Press B key to view the letter B. B key is the shortcut to change the viewport view to Bottom.
e. There’re two letters left, D and F. You can view them on Back and Right view. You can right
click on the viewport label and choose “Views then choose “back” or “right”, but here’s how to
do it fast, press V key to show the Viewports popup menu, then choose the view you want to
view.
2. Your second task is to take shots of the box with only these letter combinations visible on it,
D,F
F,C
C,E,B
F,C,A
then save the files like the previous task. Discuss with your tutor when you’re done.
3. Your third task is to find two sentences located somewhere in the scene. Use any viewport
navigation tools you need, and when you find them, read them loud.

Icons
There’re two main types of icons in 3DSMax’s
● Icons : Regular icons. For example : Undo

Icon
● Flyouts : Marked with a little black triangle. Flyouts
Holding Left Mouse Button on them will
reveal a menu.
● Some icons and flyouts will pop a dialog
when right clicked

Hidden right-click dialogs

● Depends on the monitor’s resolution, 3D Studio Max hides some icons on the
toolbar and rollouts.
● To view those hidden icons, point the cursor on the toolbar/rollouts until it change

into hand cursor then Left Click & Drag.


Rollouts
Rollouts are fields containing parameters. Click their
title to expand/shrink the parameter fields. On the
side
You can add numeric inputs by typing it directly to
the input fields or by dragging the spinner next to
the input fields

Using Spinners
● Dragging the spinner will add/reduce key by Rollouts
mouse movement
● Clicking on up/down triangle once will
add\reduce the value
● Right click on the spinner to make the value
jumps to 0
● Holding Alt while dragging the spinner will
changes the number in very small amount
value (for better accuracy)
● Holding Ctrl while dragging the spinner will
changes the number in big amount of value

You can add numeric inputs by typing it directly to the input fields or by dragging the
Spinner next to the input fields.

Tapping the spinner is not a reccomended method on dealing with parameters. Some
operations will be applied everytime the spinner is released. If you tapping the spinner
multiple times, that operation will be applied multiple times too. Either input the value on
the field or drag the spinner.

2. Creating & Selecting Objects


To create an object
● Menu bar > Create OR :

● Command Panel > Create


To create a sphere

1. Command Panel > Create > Geometry Sphere object


> Standard Primitives > Sphere
2. click & drag mouse cursor in an active viewport
Autogrid
Autogrid Checkbox
● Activate the autogrid checkbox right below
the object type rollout title to create objects
using the autogrid facility
● Autogrid is available only after you select an
object button (such as Box)
● AutoGrid lets you create objects on the
surface of other objects by generating a
temporary construction plane based on
normal of the face that you click

• Different objects use different creation procedures.


• Always remember to deactivate object creation button after creating an object. Right click
once anywhere in empty area in the current active viewport

• Naming object is very important to avoid confusion

Selection Shortcuts
● Ctrl + LMB : Select multiple object
● Alt + LMB : Removes an object from
selection
● Hold LMB : Area selection (depends on
active selection tool)

● Spacebar : Lock Selection mode

● Q: Select Tool (also cycle through

region select tools )

● H: Select by name dialog

Select by Name dialog Procedures


● Hold LMB to highlight multiple objects
● Ctrl + LMB to selectively highlight objects
● Type the character/name in the name field to
select object with specific names
Select by name dialog

Region Select tools Procedures

● Rectangular Region : Drag the


mouse for rectangular region

● Circular Region : Drag the


mouse for circular region

● Fence Region : Drag the


mouse and clicking repeatedly to create an
irregular region
● Lasso Region : Drag the
mouse for irregular region

● Paint Region : Drag the


mouse to draw the selections

Window/Crossing toggle

● Window mode : select only the


objects within the selection area

● Crossing mode : select all objects


that are within the region, plus any objects
crossing the boundaries of the region

Selection Filters
● Use Selection Filters to select only certain
object types. Selection Filters
● Click on the selection filter arrow to reveal a
menu containing object type selection.
● Using combos let you choose combination of
object types at once

Essential Exercise 2 :
“The Hidden”
You should consult with your tutor before starting this exercise. Open file select start.max. Your tasks are
simple :
1. Select all cones and then right click to open the quad menu and choose “Hide unselected”. This way
the scene only left cones and the other objects are hidden. Make sure you only have cones in your
scene. Save the file into cones.max. After saving your file, right click and choose “Unhide all” but this
time don’t save anything. Or you may use “Open Recent” menu and choose select start.max, this way
the original file will be reloaded by max.
2. Select all spheres and then right click choose “hide unselected”. Same as before, save the file into
spheres.max
3. There’s one object with distinctive name in the scene. Find the fastest way to locate this object, and
read it aloud when you find it. What’s the object and what’s its color?
4. Consult with your tutor for your work result.

3. Transforming Objects
Transform Tool Shortcuts

● W : Move

● E : Rotate

● R : Scale
● F12 : Transform Type In dialog
● You can also access most command
through the Quad Menu. Right Click
anywhere in the active viewport.
Transform Gizmo Transform Tools in Quad Menu
Transform gizmos are viewport icons that let you
quickly choose one or two axis when transforming a
selection with the mouse.
● Color coded : Red = X, Green = Y, Blue = Z
● Active axis indicated with yellow color
● Dragging on an axis will transform the object
to that axis only
● Clicking an axis on the gizmo will lock the
transformation in that direction
Transform Gizmo
● Clicking on a corner will lock the
transformation in both axis direction
● Dragging the center box handles to move
the object in screen space
● Scale and Rotate gizmos have different
shapes but uses similar procedure

Transform Type In
Type the transformation value at the Coordinate Coordinate Display
Display at the bottom.
For more detailed transformation input use the
Transform Type In dialog. Accessible using either
one of these methods :

● Right click on the transform icons


Transform Type In Dialog

● Press F12 to display the Transform Type In


dialog
● Menu bar Tools > Transform Type In

Essential Exercise 3 :
“Chessmaster”
Open file chessmaster start.max. The task isn’t playing a chess, but to arrange the black pieces to their
correct positions, that’s all. Use any tools you’ve learned before. If you don’t know the right arrangement,
just refer to the white pieces’ positions or ask either the tutor or any dude sitting next to you. Consult with
your tutor after you done.

Reference Coordinate System


The Reference coordinate system list lets you
specify the coordinate system used for a
transformation (Move, Rotate, and Scale). You can
adjust the coord

View
• This is the default coordinate system. X,Y Reference Coordinate Systems
and Z axes are the same in all orthogonal
viewport.
• X always points right, Y always points up
and Z always points straight out of the
screen toward you.

Screen
● When using Screen as coordinate system, the Z axis always points out of the screen toward you.
● X is horizontal, running in a positive direction toward the right.
● Y is vertical, running in a positive direction upward.
World
● The World coordinate system is always fixed.
● You can use the gizmo on the left corner below on your viewport, as your guide to World coordinate
system.
Local
● Uses the coordinate system of the selected object. An object's local coordinate system is carried by
its pivot points.
● Local uses an individual coordinate system for each object.
Parent
● Uses the coordinate system of the parent of the selected object.
● If the object is not linked to a specific object, it's a child of the world, and the parent coordinate
system is the same as the world coordinate system.
Grid
● Uses the coordinate system of the active grid.
Pick
● Uses the coordinate system of another object in the scene.
● After you choose Pick, click to select the single object whose coordinate system the transforms will
use.
Gimbal
● The Gimbal coordinate system is meant to be used with the Euler XYZ Rotation controller.
● It is similar to Local, it is used to display the Gimbal Lock effect.

Gimbal Lock is an anomaly in mathematical calculation on the rotational subject (euler rotation).
3DSMax (and most of other softwares) uses this calculation thus Gimbal Lock is unavoidable.
Gimbal lock is a situation where the X axis meet Z axis after you rotate an object using Y axis.
After this Gimbal Lock occur, rotating the object in either X or Z axis don't have much difference.
The Gimbal coordinate system shows this effect. But Gimbal Lock will occur no matter what
coordinate system you are using.

Pivot Point
● All objects have a pivot point
● Shortly, the transform gizmo’s center is the
object’s pivot point
● It is the point about which a rotation takes
place, or to and from which a scale occurs
● It is an object’s local coordinate system and
local center but a pivot point doesn’t always
necessary positioned on an object’s center.
● To adjust an object's pivot go to Command

Panel > Hierarchy > Pivot > Affect Pivot


Only
Rotating a Pivot Point
● By activating Affect Pivot Only toggle you
transform the pivot point of an object and the
object itself won't be affected by the
transformations
● You can also use Affect Object Only for the
opposite effect

Precision Tools
Precision tools are required for projects that demands high precisions

● S: Snap Toggle

● A: Angle Snap Toggle ; rotate every 5 degree

● Shift + Ctrl + P : Snap Percent Toggle ; scale every 10 percent


● Units Setup : Customize > Units Setup ; to change the current display unit (generic units,
centimeters or inch, etc)

● Alt + A : Align tool


Align tool common Procedure
1. Click the Align flyout to choose the Align tool
2. Select the object you want to align
3. Click on the align flyout
4. Select the target object
5. Tweak the align settings
6. Click apply
7. Click OK

Align Tool Parameters Axis


Direction
● Minimum : bounding box base point (X/Y/Z)
● Maximum : bounding box farthest point
● Center : bounding box center
● Pivot : pivot point center

Minimum Center Maximum


Minimum, center and maximum

Essential Exercise 4 :
“Little house on the Plane”

Open file align start.max. There is a box, a pyramid, a cone, a cylinder and two trapezoid objects in the
scene. Your task is to arrange these objects into a little house with a tree next to it. The pyramid, box and
trapezoids will become the house, with the trapezoids as its door. The cone and the cylinder will become
the tree. See the above picture for your reference. You may only uses align tools for this exercise.

4. Duplicating Objects
Clone Tool
● Ctrl + V : clone
● Shift + transform : Shift-clone tool.
Duplicate objects with transformations. Hold
Shift key while transforming the object

Copy, Instance & Reference Clone Tool Dialog


● Copy makes a clone completely independent
from the source object
● Instance makes a clone that remains related to
its source
o Instances affecting each other through
parameters and modifier but not through
transforms (move, rotate & scale)
o Instanced objects can have a different
material and animation applied to it, except
for parameter/modifier animations.
o Instanced objects takes up less memory and
file space than a copy, since all instanced
objects referring to only one parameter
setting
● Reference makes a clone that has one way
relation
o Applying a modifier to the original object will
also give the reference object the same
modifier Reference Object's Modifer Stack
o Modifiers applied to the reference object
(above the grey mark) won’t affect the
source object in any way

Spacing Tools
1. Select the object you want to duplicate
2. Menu bar > Tools > Spacing Tool
3. Or using shortcut Shift + I
4. A Dialog will appear
● Use Pick Path if you want to distribute the
duplicates on a path (spline or NURBS)
● If you use Pick Points, click 2 spots on
viewport
Spacing Tool Dialog

Array
1. Select an object you want to duplicate
2. Menu bar > Tools > Array
3. A dialog will appear
● Incremental area inputs transformation
distance/value between duplicates
● Totals area inputs the first object to the last
duplicated object total distance/value
● 1D create duplicates of an object once with
single transformation setups
● 2D create duplicates of an object with 1D
setting plus adding another row of copies
with offset distance on each duplicated
objects
● 3D create duplicates of an object with 1D Array Dialog
and 2D settings plus adding another row of
copies with offset distance on each
duplicated objects

Essential Exercise 5 :
“Array Fiesta”
Well, this isn’t so hard since you’ve been provided with the numbers. Try the settings below to get you
familiar with the Array tool.
1D Array 2D Array 3D Array

Box size : 10x10x10 Box size : 10x10x10 Box size : 10x10x10


X Incremental Move : 20 X Incremental Move : 20 X Incremental Move : 20
1D Count : 10 1D Count : 10 1D Count : 10
2D Count : 10 2D Count : 10
2D Y Row offset : 20 2D Y Row offset : 20
3D Count : 10
3D Z Row offset : 20
Two more tasks for array; now you go ahead try to build these two types of stair using array. Both stairs
only uses 1D array settings.
Consult with your tutor to examine your work

5. Object Grouping
Named Selection Sets
● Give a group of objects a single name
Named Selection Set Tool
representing them and quickly select them
all using their selection set name
● Each object in a set are still independent,
they won’t affect each other in any way

Using Named Selection Sets


Named Selection Set Icon
1. Select the objects you want to group
2. Type in their name on the field next to
named selection set icon
3. The type in field also works as menu. Click
the arrow to reveal the menu. To select a
set, just select their name using the menu
4. Clicking the named selection set icon will
bring up the named selection sets dialog,
where you can manage selection sets further
(copy, move or remove object from a set, Named Selection Set Dialog
etc)
5. Copying an object from a set to another set
won’t duplicate the object. The object only
become part of both selection sets.

Group
● Grouped object act and treated as a single object
● Transformation or modification on a group will affect all objects in it
● Using Menu > group > open will allow you to modify the objects within a group without losing the
group bonding
Using Group
● Grouping objects
1. Select the objects you want to group
2. Menu bar > group > group
3. A dialog box will appear, asking for the group name
● Ungrouping a group
1. Select the group
2. Menu bar > group > ungroup
● Inserting an object to a group
1. Select the object you want to add to the group
2. Menu bar > group > attach
3. Select the target group
● Removing an object from a group
1. Select the group
2. Menu bar > group > open
3. Select the object you want to remove
4. Menu bar > group > detach
5. Select the group again
6. Menu bar > group > close

Explode VS Ungroup
• Ungroup will only ungroup the highest group hierarchy (group that contains groups) but not
groups it contain
• Explode will ungroup a group and any groups it contain

Layers
● Think of Named Selection Sets with many facilities thrown in
● Through the layer manager you can hide and freeze objects in the viewport
● You can also exclude/include objects in the rendering process and/or radiosity calculation

Using Layers
Layer operations (add object to a layer, create new
layers, move objects between layers, delete layers,

etc) only available in the layer manager


● Layer 0 (default) is a base/initial default layer
which contains all objects before any new
layers created. You can’t remove or rename
this layer.
● Create a new layer using the create new

layer button
● A new layer, “Layer01” created. New layers
default name are “Layer##”
● Double click on the new layer to change its
name
● Click on icons to set the object or layer’s
attribute as hidden, frozen, etc.
● Each attribute represented by distinctive

icons; hidden with mask , renderable

with teapot , etc


● Objects within a layer can be set to follow
the layer’s behavior. Click on their attribute Layer Manager
until the icon changes into dots . This
way you only have to change the layer’s
behavior and the objects will follow the
layer’s attribute.
● To add object(s) to a layer:
1. select the object(s) in the viewport
2. highlight the layer name in layer manager
3. click Add Selected Objects to Highlighted

Layer icon
4. Most operations (cut, paste, new layer etc)
are accessible from right click menu

● If you have selected objects in the viewport creating a new layer will automatically put the
objects into the new layer
● Delete a layer only works if the layer completely empty and isn’t the current layer (has check
mark next to it)

Essential Exercise 6 :
“United Nation of Objects”

Open the file group start.max from the objects grouping chapter. Your tasks are simple :
1. Group boxes, cones, cylinders and spheres to their own categories (for example, boxes in “boxes”
group) using select by name facility. Save the file in your folder using selectbyname.max
2. Reopen the select start.max; do just like the previous task, but this time using group facility. Save the
file in your folder using group.max
3. Reopen the select start.max; do just like the previous tasks, but this time using layer facility. Save the
file in your folder using layer.max
After you’ve done, consult with your tutor to examine your work.
6. Modifier & Modifier Stack
To modify an object parameters go to Modify Panel

Modify Panel Contents


● Object name and color
● Modifier List; a full list of modifiers you can
apply to your objects
● Modifier Stack
o a visual representation of
construction history that taken place
on a particular object
o Some objects and modifiers
displayed on the stack have
symbol which you can expand to
reveal their sub objects.
● Parameters Rollout
o Object parameters (width, height,
segments, etc, depends on current
active object)

● Clicking on the light bulb will turn on/off a modifier temporary (for testing, getting
better performance, etc)

● Activating Show End Result button will shows the end result even the current active
stack are the bottom one
● Right clicking on a modifier name on the stack will bring up a menu where you can
cut/copy/paste the modifier to other object, rename a modifier, etc

Modifiers
● A modifier changes an object in some way
(on some points equal to Adobe Photoshop
filters)
● To add modifier to an object select the target
object then choose a modifier from the
modifier list. The modifier will appear on the Sphere+Stretch Modifier
modifier stack (in the modify panel)
● Modifiers have their own parameters as well
as the object itself.
● You can go back & forth to change either the
object or the modifier’s parameter by
highlighting their name on the modifier stack.

Plane + Noise Modifier

Space Warps
Space warps behave like modifiers, except they influence world space, rather than object space.
Space Warp Procedures

1. Open Command Panel > Create panel > Space Warps


2. The Space Warps panel is displayed.
3. Choose a category of space warp from the list.
4. On the Object Type rollout, click a space warp button.
5. Drag in a viewport to create the space warp.
6. Select the object which you want to give the space warp effect

7. Activate the Bind to Space Warp Icon


8. Drag mouse from the object to the space warp

● Some space warps are meant for use with particle or dynamic system only

Modifier VS Space Warps

Only affects the object that contains the modifier. Affects world space instead of a single object, that is
more than one object can be influenced by a single
space warp.

To apply a modifier on an object : select a modifier To apply a space warps on an object: create a space
from modifier list and the modifier will appear in the warp, activate Bind to Space Warps, and drag from
object’s stack the object to the space warp or vice versa.

To modify the parameter: just highlight the modifier’s To modify the effect/parameter: the binding relation
name in the stack history list and the parameter will will appear in the modify stack, but to modify the
appear in the modify panel. parameter the space warp itself need to be
active/selected.

You can modify a modifier’s influence area through The object must be placed inside the space warp
the modifier gizmo. area in order to get the right result of the
corresponding space warp.

7. Shapes & Editable Spline

Creating a Shape

Command Panel > Create > Shapes

Editable Spline
● Editable Spline provides controls for manipulating an object as a spline object and at three sub-
object levels: vertex, segment, and spline.
● To convert a shape into Editable Spline Right click on a shape from the Quad Menu choose Convert
To > Convert To Editable Spline
● You can also access Editable Spline’s functions using Edit Spline modifier.
Editable Spline VS Edit Spline modifier
Editable Spline Edit Spline modifier
If you convert a shape object into Editable Spline, You can access Editable Spline commands
all object’s stack history are gone, including any including sub object editing, and still able to access
modifiers you use any previous modifiers you use.
Less memory consuming since all previous A little more memory consuming since previous
parameters are discarded parameters are kept and still accessible. With more
modifiers on the stack, the scene consumes more
memory.
Use this option for freeform modeling, like when Use this only if you just need some minor editings
you use the surface tools. of the primitive shape objects

Editable Spline Anatomy Vertex


● Vertex : (plural : vertices) a point in a 3D
space
● Segment : a curve/line defined by 2 vertices
● Spline : a single, continuous segment within Spline
the Editable Spline object

Segment
Editable Spline Vertex Types Editable spline anatomy

● Corner: the basic vertex type, for creating


corners

Corner

● Smooth: vertices to create smooth


curvature. The smoothness are controlled
automatically

Smooth
● Bezier: vertices with straight tangents which
you can use to control the curve’s curvature
and direction

● Bezier corner : like Bezier, but you can


move both tangents independently from
each others to create a corner and still able Bezier
to control the curve’s direction
Tangents
● Tangents are handles used to control part of
the curve that flows through a vertex/point
● Every tangents have a control point (the little
green boxes) Bezier Corner
● They control the tangents’ direction and
length
● Scaling Editable Spline’s vertices will scale
the tangents instead

Tangents

● Holding Shift key while editing a Bezier tangent will change the tangent to Bezier Corner
● You cannot select the tangent independently from vertices; instead, you have to edit them
by selecting the corresponding vertex first then moving the tangents

Line Tool
Use line tool to create spline shapes, from scratch. Objects created with line tool are automatically in
Editable Spline state.
Using Line Tool

Command Panel > Create > Shapes > Line. Make sure the Initial Type radio button at Corner and
Drag Type at Bezier (default setting)
● Creating a cornered line
1. Left Click on viewport, move the mouse and left click to create a segment
2. Right Click to finish or Left Click to create another segment
● Creating a Bezier curve
1. Drag left mouse button on viewport and move the mouse. The direction and distance of
dragging will define the curve’s tangent
2. Right click to finish or do step 1 again to create another segment
● Canceling the last vertex created
1. When you misplaced a vertex you can press Backspace key
2. The last vertex placed will be cancelled and the line tool is still active and connected to the
previous vertex.

● Changing the Initial Type and Drag Type will change the above creation behavior. For
example, if you set both to Corner, you can only create straight lines even if you drag on
the viewport
● You can combine multiple vertex types in a spline

Working with Editable Spline


● Working with Editable Splines in 3D Studio Max are similar like working in 2D vector graphic
softwares such as Corel Draw
● By default, no keyboard shortcuts are set in the Editable Spline group

Using Editable Spline Tools


● Changing Spline Interpolation
1. Under Interpolation parameter rollout activate either Optimize or Adaptive checkbox
2. Checking Optimize will remove unnecessary segments for lower resources cost.
3. Adaptive will automatically smooth the spline’s resolution. Adaptive also optimizes the spline
4. Increase/decrease steps value for higher/lower resolution.
● Changing vertices type
1. Select the vertices you want to convert
2. Right click on selected vertices
3. From Quad Menu choose either Bezier Corner, Bezier, Corner and Smooth
● Adding more vertices
Only executable in vertex or segment level
1. Under Geometry parameter rollout activate Refine button
2. Move the cursor on the spline until it changes shape
3. left click to add a vertex

● Fillet from a sharp corner


1. Select the vertex on the corner
2. Under the Geometry parameter rollout
activate Fillet button
3. add the value or drag the mouse on its Fillet
vertex sub-object
● Chamfer from a sharp corner
1. Select the vertex on the corner
2. Under the Geometry parameter rollout
activate Chamfer button
3. add the value or drag the mouse on its
vertex sub-object Chamfer

● Outline
1. Draw the shape
2. Under the Geometry parameter rollout
activate Outline button and add the
value or drag the mouse on its spline
sub-object.
3. If you only have 1 spline sub object you
Outline
can directly add the value. If you have
more than 1 spline sub object you need
to select a spline sub object first.

● CrossSection
1. Under the Geometry parameter rollout
activate CrossSection button
2. Click on the first spline sub-object CrossSection
3. Click on the second spline sub-object,
right click to finish or click another spline
● Connect Copy
1. Under the Geometry parameter rollout Connect Copy
activate “Connect” checkbox
2. Select a spline or segments
3. Shift + transform the spline or segments
4. Connecting edges automatically built
between the old and new sub objects
Operands
● Attaching Spline
Attached splines will become a spline sub-
object in the current spline.
1. Under Geometry parameter rollout
activate Attach
2. Click on the spline you want to attach. Union

● Boolean Operations
Combines two spline sub-objects by
performing a 2D Boolean operation. Boolean
operations only accessible for closed spline Subtraction
sub objects
1. Under Geometry parameter rollout,
select Boolean operation you want
(union, subtraction or intersection)
2. Select the first spline
Intersection
3. Activate the Boolean button
4. Select the target spline

Shape Modifiers
Using Splines combined with particular modifiers you
already able to make some interesting 3D objects.
Extrude
The Extrude modifier adds depth to a shape
1. Create a shape
2. Apply the extrude modifier
3. Set the amount number Extrude

4. Set the segments number (for extrusion


height segments)
5. Set the output geometry (patch, NURBS or
mesh)

Lathe
Lathe creates a 3D object by rotating a shape or
NURBS curve about an axis
1. Create a shape
2. The pivot point will act as the rotation center,
so adjust it if necessary
3. Apply the Lathe modifier
4. If you’re building a full 360 rotation model
such as wine glass or goblets, activate weld
core to weld the object’s center
5. Set the segments number (for extrusion
height segments) Lathe

6. Set the output geometry (patch, NURBS or


mesh)
Bevel
Similar to Extrude, with beveling effects
1. Create a shape
2. Apply the Lathe modifier
3. Set the Start Outline value. This will actually
enlarge/shrink the initial shape.
4. Adjust Level 1 Height for Extrude-like effect Bevel
5. For first beveling, check Level 2 checkbox,
set the Height and Outline value
6. For second beveling, check Level 3
checkbox, set the Height and Outline value
7. Just in case your geometry become messed
up because of outlining, try activating the
Keep Lines From Crossing checkbox
Bevel Profile
Extrude a shape using another shape path
1. Create the shape you want to bevel
(preferably in the Top viewport).
2. In the Front viewport, create a shape to use
as the beveling profile.
3. Select the first shape and apply the Bevel
Profile modifier. Bevel Profile
4. Click the Pick Profile button in the Bevel
Profile modifier, and then click the profile
shape.
8. Standard Maps and Materials

Sample Slots

Material /Map Name


Get Material from Object Material /Map Type

Shader Type

Map Slot
Color Picker
Lock Colours

Material Editor

Material Editor Shortcuts

• M: Open Material Editor

• G: Get Material
• X : Cycle through Material sample resolutions (accessible from right click menu on the sample slot)

• Up : Go to parent

• Right : Next Sibling material (composite, blend, etc)


• Left : Previous Sibling material (composite, blend, etc)

Using Material Editor


● Applying material to your object
1. Drag the material to the object OR :
2. Select the object and click the
Assign Material to Selection icon
● Hot Materials
1. Hot material is assigned material,
represented by white triangles
surrounding the sample slot
2. Modifying the hot material will also
changes the scene wherever that Hot Material
material is applied
3. Copying a hot material will make the
sample slot cool
• Copying a material
1. Select the material you want to copy

click Make Material Copy icon


OR :
2. Drag a sample slot to another slot
• Using Max’s material library

1. Click Get Material icon


2. Choose Browse From Mtl Library
radio button

● Store the new material in the tutorial


library

1. Click Put to Library.


2. A naming dialog appears.
3. Give the name and click Ok.

Standard Materials
● Ambient color : The color of an object at
shadowed area. Often used for fake
Specular
Radiosity (color bleeding) effect.
● Diffuse color : Simply, it’s the object’s Diffuse
color. On the sample view, this is the
dominant color.
● Specular Level : affects the intensity of the Ambient
shininess, the higher the value the stronger
the specular color reflected from the object. Standard Material

● Glossiness : affects the size of the


specular area. The higher the value given
will give an impression of wet-look/plastic
objects.
● Specular color : the color reflected from the
highlights of the object.
● Self-Illumination : creates the illusion of
incandescence by replacing any shadow on
the surface with diffuse color
● Opacity : lower opacity value given will
make the object become more transparent

Standard Maps
● Diffuse: This map affects the object color
directly. For example, when assigning a
bitmap picture to diffuse color, you’ll see the
picture projected into the object’s surface
directly.
● Specular: Affects the specularity of certain Opacity Map
part on the object’s surface.
● Opacity : Lighter areas of the map render as
opaque, darker areas render as transparent,
and values in between are semi-transparent
● Bump : Makes an object appear to have a
bumpy or irregular surface without modifying Bump Map
or adding any geometry to the object. Lighter
colors in the applied 2D image appears to be
outward, while darker appears inward.
● Displacement : Shortly, displacement maps
are bump maps that affects the object’s
geometry. Displacement Map
● Reflections and Refractions :You can
either add regular maps to generate fake
reflections and refractions effects

Configuring Maps in Material Editor


● Assigning Map to your Material
a. Any material parameters that has an
Maps Rollout
empty box icon next to them
can have their own maps
b. Assigning a map to that parameter
will make the box have M letter on it

c. To have better controls on maps,


you can use the Maps rollout

Material/Map Navigator

● Switching the Material Editor to Map level


Clicking a filled map slot will bring the material editor to map level
● Changing current Map Type
When you’re at map level the Material Type button switches to Map Type button. Click it to change
current map type
● Switching the Material Editor back to material level

1. To go back to material level, click Go to Parent icon.


2. The same procedure is applicable on multi-leveled materials such as blend, composite and
multi/sub-object
3. Or to have better view and navigation on the material’s hierarchy, use the Material/Map

navigator
● Clearing a Map Slot
To clear an assigned map channel, click on Map Type button and choose NONE at the material/map
browser
● Copying, Swapping and Instancing a map
1. Drag & drop a map slot to other slot. Choose either copy, swap or instance from the dialog
2. The same procedure applicable on multi-leveled materials such as blend, composite and
multi/sub-object
● Adjusting a map intensity
You can adjust each map’s intensity under the Maps parameter rollout by adjusting the Amount
number. The higher the number, the stronger a map displayed on the object’s surface

UVW Mapping
● The term UVW comes in paralel with XYZ coordinate. If XYZ means location coordinate in 3D space,
then UVW means location coordinate on an object's surface.
● Think of the map you apply on an object as a sticker. Think of UVW coordinate as how you plan to
stick that sticker on the object.

Using UVW Map Modifier


1. Create an object
2. Apply a material containing a map
3. Apply UVW Map modifier on the object
4. Choose the mapping projection (planar, box, cylindrical, etc)
5. UVW map modifier also has a transformable gizmo sub object to further adjusts the map projection
on the object

9. Animation
Keyframe
● Keyframe is a recording of parameter value at a given time
● Everything between the keyframes are interpolated by 3DSMax automatically
● Color coded : Position, Rotation, Scale = Red, Green, Blue
● Almost every parameters you can find in 3D Studio Max are animatable

Setting Keyframes
● Set Key
Manually place a keyframe
1. Activate the Set Key Mode toggle button

2. Set an initial key on the current object status (scale, position, etc) by clicking on the Set Key icon

(or K key)
3. Move the Time Slider to target frame position
4. Give the object transformation you want then add another keyframe
● Auto Key (shortcut : N key)
Automatically place a keyframe
1. Activate auto key button
2. Move the Time Slider to target frame position
3. Transform/modify the object

Creating keyframes using the Set Key require the Toggle Set Key Mode button on active state
(Red Colored). If you don’t activate the button and setting keys using Set Key, the object won’t
move, taking only the last transformation value.

Playback Control

• : Play animation (keyboard : / )

• : Go to start (beginning of animation)

• : Go to end (end of animation)

• : Key mode toggle

• : Next/previous frame (keyboard : < and >)

• : Next/previous keyframe (with key mode toggle button on)

• : Type frame value (jumps directly to certain frame number)

• : Time Configuration (to change time length, frame rate, time display, etc)
Level 1 Final Project
Pretty Generic Dining Room

This dining room scene was made with every tools described in Level 1.
You may only use the tools that you've learned in Level 1 session.
Unless you really know what you're doing, don't step ahead beyond what you've learned.

Don't mind the lighting or atmospheric effect, that'll be taught in Level 2.

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