3D Model
Assignment
Jason Fury
Note: Since handing this in I realised and found out about the attach tool in max that I was not aware of before handing this assignment in.
For my 3D assignment I decided I would try and sculpt an APC
repair vehicle from one of my favourite gaming series Command & Conquer.
appendix
one
This above is my reference picture of the 3D that I am going
to create. It is only a reference and I have made modifications and alterations
that suited what I was after.
This is the finished model.
So to build this model I used the Autodesk 3DS 3D modelling
software.
Software screen layout
As you can see above the layout consists of 4 main viewports.
You have the top viewport, left viewport, front viewport and the
multi-directional viewport. The multi-directional viewport is the one that will
show filled in primitives.
To start off, I selected a standard box primitive from the
primitives selection menu
Once you have selected the box primitive you simply click and
drag within one of the viewports for the 2D cross section of your box (don’t
worry about the exact size as it is very easy to adjust the size after) then
release the mouse button and then you will be able to apply the 3rd dimension
of the object by moving the mouse then a second click to finalise the decision.
Note: If you are working on a small monitor you may find that
the viewport is too small to see what you are doing properly. You can easily
switch it to full screen and back again with alt + W.
Once you have confirmed your primitive you have the option on
the right to add segments which will add more vertices and polygons to your
box. This allows for more advanced shapes. The downside however is that it also
means the object will take a lot more time to render and a games designer would
have to be aware of this as it affects game performance and may need more
powerful machines in order to run.
There is also efficient use of polys as well because you can
have polys where they are not needed.
Looking at the above box for example if that was the shape
you wanted and you no longer needed to make any alterations then it is an
inefficient use of polys. Each one of those polys would need to rendered where
as an efficient use of polys would look like the box in the first picture.
Note: You may not be able to see the lines in your model so
to display these to make modelling easier simply select “edged faces” in the
selection here:
Once you have your completed box primitive you will then need
to convert it to an editable poly. This allows you to change and alter the
primitive however you like. To do this simply right click the primitive and go
to the “convert to” near the bottom and then editable poly in extended menu.
Once you have done you will see the options below become
available in the left hand toolbar. It can be a little daunting at first but
its very straight forward for standard modelling. A lot of the options here are
advanced and we will not need them for the purpose of this.
The main ones to take note of are the “selection” and the
“edit vertices” section.
Note: The “edit vertices” section may alter depending on what
selection tool you have selected and also its title. For example if you have
the edge selection tool selected then the “edit vertices” menu will become
“edit edges”.
As you can see here vertices are points in space within your
object. Polygons are the flat areas between the vertices. So on one side of
this object there are 6 polygons or faces.
To make this select the top face of the primitive with the
face selection tool
Once you have the face selected you need to add a bevel
effect
Now don’t click on the actual bevel button but rather the
settings button just to the right of it. As you can see above. Now once you
have clicked this you will see a default bevel effect applied to the selected
face (note: it is only default the first time, be aware that when applying
bevel to another part of your model later on it will use the last used settings
so will need to be adjusted to suit your needs) You can now see some settings
buttons within the viewport.
The top one is the group button this allows you to adjust if
you have selected a group of faces to apply the bevel effect to the polygon
group as a whole or to each polygon. this would look like:
The second option adjust the bevel height. It simply raises
the selection up and down.
The third option affects the actual bevel.
Once you have applied the bevel you will want to select the
vertices selection tool.
Now you want to select the back four vertices
Do this by dragging a box or hold down ctrl and left click on
each of the verts. Now you will want to make sure you now have the move tool
selected. You can do this by pressing “W” on the keyboard the move tool looks
like this:
As you can see it has a Z, Y and X axis. Make sure when using
it to use one of the arms not the middle. This allows movement along the axis
whereas the middle uses a combination of the axis. For this purpose we will
want to use the Y axis. Simply click and drag on the Y branch till you get the
desired effect.
Now to get the wings on the side we need to make a poly that
we can add a bevel effect to on the side. To do this we can connect some edges
to give us access to the area we want to alter.
On this picture you can see highlighted in red the edges I
have selected with the edge selection tool. To select both lines you simply
control and click on the edges. Now that you have the edges selected we want to
connect them. We do this quite simply with the connect tool.
You will get these settings options come up
Top setting is how many segments you want. The second setting
is the pinch setting, this adjust how close or far apart the lines are and the
slide setting allows you to position the line where needed. So adjust this till
you have what you want and accept the changes.
Now you have the ability to select the new poly we have made
with the connect tool. Now we can apply another bevel effect to get the shape
of the wing.
As you can see now we nearly have what we need. What you want
to do with the face above selected is move it around with the X and Z axis
until you get what you want.
What we need to do now is apply symmetry to the object to
save us having to do this all again. We do this by applying a modifier. In the
modifier drop down list select symmetry.
In pic 1 you can see the drop down menu and once you have
selected symmetry you should see it in the stack which is represented in the
middle picture. Now in the viewport the image may look all wrong but its just
because we need to alter the symmetry settings. You do this in three main
areas:
Here you adjust the mirror axis. Now at the moment the object
may look like :
Now it looks like the wings have gone but they haven’t they
are simply hidden inside the object because of the way it is currently being
mirrored. Now you can tell what axis you want it mirrored by by using the move
tool as a reference and you can see that you will want the x axis. Now you can
see in the mirror axis selection that the X axis is already selected what we
need to do is flip it by selecting the flip tool.
Its still wrong so we are going to need to adjust the point
in which the mirror is. To do this we use the option within the modifier
located in the stack.
Now with the move selection tool (keyboard “W”) You can
adjust at which point the mirror is.
Now you can start to see the shape of the APC.
Note: In some of the pictures you may notice a difference in
colour. This is purely so that you can see what you are doing easier. See as
the vertices are blue when using the vertex selection tool it can sometimes be
hard to see them so you can change the colour of the primitives to make it
easier to distinguish them from one another. To do this simply click on the
coloured box near the stack in the toolbar:
I will now show some screenshots showing the progress of the
model and I will stop and explain when using any new techniques.
Now I am adding a new primitive to the viewport for the front
arches. A little trick to make placing the box easier is a little setting
selection called “AutoGrid”. This allows you to make your new primitive on a
primitive within the viewport. Its not permanent just makes placing it easier.
Once again I applied symmetry here and to shape the box like
that simply select the top edge you want to lower and with the move tool click
and drag down the corresponding arm (in this example the Z axis) till you get
what you need.
To create this part I used the extrude tool. It works the
same as the bevel tool just without the last bevel option. Once I extruded I
simply moved the face around with the move tool to get it where I wanted. Then
you just have to move the edges about till you get what you want.
Now with symmetry it does the other side as well. You can
also see that the primitive has been resized and repositioned to where they
needed to be. You only have to make the changes on one side.
So next I wanted to add the headlights
Now on this example you can see I tried to shape the
headlights from the arch primitive I did this by using swift loops which is an
option within the edit menu at the top under graphite modelling tools.
This did achieve the results but when only needing to create
one poly on one side this was very inefficient as it produced a lot of
unnecessary polys. Swift loop is still a very useful tool but not for what was
needed here.
Another way of doing it is with the connect tool again and
adjusting the segments, pinch and then slide but that was also inefficient as
you were left with polys around the sides of the headlight. So after trying out
these I found that the best way of achieving a low poly headlight was to simply
add another primitive.
With this new primitive I simply used the connect tool to
connect the two corner verts. I done this on both sides. Once I connected the
verts I then selected the faces and simply deleted them.
Now this shape is left. The reason I deleted the base also
was that it would not be seen and was to remove a poly that was not needed. To
bridge the gap that was left was quite simple as there is a tool called exactly
that, Bridge. You simply select the two edges you want to bridge the gap
between and voila:
For the cockpit select a cylinder from the primitives menu
and set the height segments to 3 and lower the sides down to as low as possible
but to keep its appearance of roundness. Now to get the shaped effect here is
quite simple. Select all the vertices around the second from top loop and the
top loop. A quick way of doing this is to shift + click one of the vertices and
that should select all in a loop and then shift click the top loop vertices as
well. Now with the scale tool(Keyboard “R”) adjust the scale of the vertices by dragging the scale
tool from the center to do it uniformly.


Now for the turret I used three main tools, extrude, connect
and inset. So from a basic box simply select the rear face then the extrude
tool. Now you have a long rectangle split into two. Now add some connect line
on both sections two on top and bottom of rear section and one at the back then
one at the top of the second section. Now its simply a case of selecting these
new edges with the edge selection tool and moving them to achieve the desired
shape.

As for the sections on the side the inset tool can be used
get the desired results. Simply select a face then the inset tool. What this
does is put a border around the face. You can adjust the size of the border
with the settings that are on screen when you select this tool. Once you have
confirmed the edit you will be left with an inset face. Now on the rear section
simply selecting the face and moving it along the x axis will raise it and give
the effect seen. As for the front section an extrude is needed to extrude the
face without affecting the border.
Now with a series of extrudes and insets the crane arm can be
extended.
As you can see here the whole crane arm is made from one
single primitive including the rope and hook. This can be achieved easily with
a mix of extrudes, insets and bevels.
Thats the
inside arch created with symmetry and connect tool
Eventually using the tools above the APC come into shape
In the top left of the screen you can see the poly count. To
show this simply press number 7 on the keyboard.
Now that was the easy part finished. The next part is
texturing the model to look more realistic. So to texture a unwrap UVW modifier
needs to be places on each primitive. Keeping in mind that it needs to be
placed after the symmetry modifier in the stacks.
Once you have added the modifier you will then need to go
into the “open UV editor” located under the “edit UVs” section in the toolbar.
Once selected the map screen will pop up.
Now to unwrap a simple shape like the body simply zoom the
view out within the map editor screen out and after selecting the face
selection tool at the bottom of the window drag a selection box over it all to
select it all.
As can be seen it is still not ready for texturing as it all
overlaps. To spread out this map a simple tool to use is to use box mapping as
its quite a simple shape. For more organic shapes the pelt tool will need to be
used as well as adjusting the unwrap seams. For this shape though select the
mapping menu at the top of the window and click normal mapping.
Then in the pop up menu select box mapping from the drop down
menu.
What you will get is
Once it has been unwrapped you need to render a UVW template.
This is located at the bottom of the tools menu and once selected you will get
a pop up menu
The settings here can be left as there are though when doing
anything very high detail you may want to increase the width and height. Once
you click the button at the bottom “Render UV Template” then you will get a
screen like this.
Now you need to save this as a targa. To do this click the
save icon(the disc) in the top left and select Targa from the save as menu.
Now this needs to be opened up in photoshop. Once you have it
open in PS you will need to change the layer settings to a screen.
What screen does is make all the black transparent so that
you can still see the template while working on the texture.
I then created a new layer and put this below the screen in
the layer list. This is the layer I will be working on.
Once happy with the texture save the textures but ensuring
that you hide the screen layer by clicking the eye icon on the layer in the
list.
Now go back into 3DS Max and open the materials editor. To
open this window press M on the keyboard. Once in this window you need to click
on a material sphere then click on the button located next to the diffuse
button as shown below. This will then open up another window where you will
then need to select bitmap
Locate the texture created before and open it. The texture
will now be applied to the sphere. Once that is done simply click and drag from
the sphere to the part of the model it is for. It may show up as grey but to
show simply click the checkered pattern button.
Simply rinse and repeat for the remainder of the textures. To
make the model stand out more before rendering adding some lights into the
viewport can create a nice effect. To do this simply select lights from the
toolbar then free light.
Once selected you will see all the tools for lights.
Select light type from the drop down menu highlighted above.
For these purposes the 75W bulb would be good for the headlights. Simply place
in the viewport as if you were creating an object.
The wireframes will not be visible when rendering but will
look great. Now click the render button at the top of the screen.
As you can see the lights give a great effect when rendered.
Also added some blue lights on the crane which shine well off the body.