Introduction to Basic of 3D Modeling

Descrição





Descrição:

We will complete the following topics, here are some overview introduction is mentioned below :-

1. Standard Primitives

Geometric primitives are familiar as objects in the real world such as beach balls, pipes, boxes, doughnuts, and ice cream cones. In 3ds Max, you can model many such objects using a single primitive. You can also combine primitives into more complex objects, and further refine them with modifiers.

2. Extended Primitives

Extended Primitives are a collection of complex primitives for 3ds Max. The topics that follow describe each type of extended primitive and its creation parameters.

3. Moving, Rotating, and Scaling Objects

To change an object’s position, orientation, or scale, click one of the three transform buttons on the main toolbar or choose a transform from a shortcut menu. Apply the transform to a selected object using the mouse, the status bar Coordinate Display fields, a type-in dialog, or any combination of the above.

4. Bend Modifier

The Bend modifier lets you bend the current selection up to 360 degrees about a single axis, producing a uniform bend in an object’s geometry. You can control the angle and direction of the bend on any of three axes. You can also limit the bend to a section of the geometry.

5. Twist Modifier

The Twist modifier produces a twirling effect (like wringing out a wet rag) in an object’s geometry. You can control the angle of the twist on any of three axes, and set a bias that compresses the twist effect relative to the pivot point. You can also limit the twist to a section of the geometry.

6. Taper Modifier

The Taper modifier produces a tapered contour by scaling both ends of an object’s geometry; one end is scaled up, and the other is scaled down. You can control the amount and curve of the taper on two sets of axes. You can also limit the taper to a section of the geometry.





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