Mastering 3D Modeling in 3ds Max: Basic Level | Widhi Muttaqien | Skillshare
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Mastering 3D Modeling in 3ds Max: Basic Level

teacher avatar Widhi Muttaqien, CG expert & entrepreneur

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      6:53

    • 2.

      Conventions and disclaimer

      2:27

    • 3.

      3ds Max UI

      7:34

    • 4.

      Viewport Navigation

      4:04

    • 5.

      Alternative navigation methods

      7:04

    • 6.

      Zoom extent and display mode

      4:44

    • 7.

      Create and modify objects

      7:13

    • 8.

      Object selection

      5:05

    • 9.

      Transformation

      9:10

    • 10.

      Pivot point

      2:50

    • 11.

      Transformation settings

      5:59

    • 12.

      Modifier

      6:01

    • 13.

      Object duplication

      9:43

    • 14.

      Managing objects

      4:53

    • 15.

      Scene explorer

      7:23

    • 16.

      Layer management

      7:21

    • 17.

      Selection set and Group

      8:57

    • 18.

      Primitive vs Editable objects

      10:19

    • 19.

      Editable poly basic operations

      7:42

    • 20.

      Sub-object basic selection

      5:18

    • 21.

      Sub-object advanced selection

      7:47

    • 22.

      Normal direction and backface-culling

      8:36

    • 23.

      Edge modeling techniques

      8:38

    • 24.

      Cut and Slice techniques

      8:13

    • 25.

      Surface smooth shading

      6:20

    • 26.

      Capping holes and edge extrusion

      5:11

    • 27.

      Bridge

      7:07

    • 28.

      Polygon modeling techniques

      4:47

    • 29.

      Project Oluce Atollo table lamp

      11:13

    • 30.

      Measurement unit

      7:42

    • 31.

      Project Tamtam stool

      8:15

    • 32.

      Scale modes

      5:50

    • 33.

      Resetting transformation

      4:31

    • 34.

      Resizing objects precisely

      3:37

    • 35.

      Snapping

      6:06

    • 36.

      Project Etna side table

      12:23

    • 37.

      Aligning objects

      6:02

    • 38.

      Project Lack side table

      8:34

    • 39.

      What we are going to create

      6:00

    • 40.

      Setting up the references

      7:15

    • 41.

      Modeling the base frame

      9:29

    • 42.

      The feet and top surface

      6:39

    • 43.

      The panels and handles

      10:05

    • 44.

      Introduction to spline

      6:40

    • 45.

      Line creation and Spline vertex types

      7:22

    • 46.

      Spline creation exercise

      4:03

    • 47.

      Adding and Deleting

      6:52

    • 48.

      Spline modification

      3:53

    • 49.

      Spline Boolean

      7:19

    • 50.

      Cross-insert Weld and Trim

      5:50

    • 51.

      Extrude modifier

      5:19

    • 52.

      Project S letter logo

      5:07

    • 53.

      Project Circular ornament

      11:26

    • 54.

      Project Tileable 3D pattern

      10:45

    • 55.

      Lathe modifier

      6:08

    • 56.

      Project Echasse vase

      14:07

    • 57.

      Bevel profile modifier

      11:26

    • 58.

      Project Crown molding

      3:14

    • 59.

      Project Abbyson Diana table lamp

      9:52

    • 60.

      Project Roman column

      13:08

    • 61.

      Subdivision modeling introduction

      5:47

    • 62.

      Project Teacup

      11:02

    • 63.

      Avoiding concave polygons

      5:43

    • 64.

      Project Washbasin

      12:03

    • 65.

      Introduction to 3D Boolean

      8:19

    • 66.

      Advanced reference image setup

      8:19

    • 67.

      Using non quad polygon

      5:07

    • 68.

      Project Alma 2525 JR stool

      11:39

    • 69.

      Conform introduction

      7:44

    • 70.

      What we are going to create

      3:22

    • 71.

      Setting up 3 sided reference

      8:06

    • 72.

      The seat

      10:05

    • 73.

      The legs

      6:48

    • 74.

      The support

      5:15

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About This Class

In this course, you’re going to learn the essentials of using 3ds Max 2020 and then basic-to-intermediate 3D modeling skills. This course is designed for complete beginners. So no prior experience in 3D is needed to take this course. The curriculum is carefully designed so you can master 3ds Max quickly and seamlessly.

What you will learn

There are a total of 9 chapters in this course. In the first chapter, you will be introduced to the "User interface" of 3ds Max. You will learn different ways to navigate the viewport. And different ways to utilize the display settings. In the second chapter you will learn basic object operations such as how to create objects, and how to modify them once they are created. You will learn how to select objects. How to transform objects. How to use and manipulate the pivot point. More advanced transformation settings. Learn about modifiers and then finally about object duplication. In the third chapter you will learn various ways of managing your 3D scene. From basic object management. Then learning how to use the “Scene explorer”. Learn how to use and manage layers. Learn about the “selection set” and also object grouping.

Then starting at the fourth chapter, we’re going to shift our focus to 3D modeling. In this chapter, you’ll learn the power of “editable poly” modeling techniques. We’ll start with the basic modeling operations. Then move on to different sub-object selection techniques, step by step, from the basic to advanced. Next, we’ll cover important modeling concepts such as “Normal direction” and “Backface culling”. After that, you will learn edge related modeling techniques. Then learn different ways to cut and slice 3d models. Next, you’ll learn about the surface smoothing group. Learn how to close holes, and learn about the hidden technique of edge extrusion. Then, you’ll learn how to connect two structures using the "Bridge" command. And then learn even more various polygonal modeling features.

In chapter five. We’ll focus on precision modeling. We’ll start with the basics of how 3ds Max uses measurement units. Learn all the nuances of the scale operation. Learn how to reset transformation. Learn how to precisely set the dimension of an object. Learn different snapping features that 3ds Max has to offer. And then learn how to align objects using various tools. Next, in chapter six, the focus is on a modeling project. We're going to create this kitchen counter product. We'll cover from setting up the references. Then modeling the base frame. And then modeling the panels. Until we have a finished model. In all of these modeling processes we are going to use a real measurement unit.

In the next chapter, which is chapter 7. You’ll be introduced to the “spline” object type. By leveraging “spline” in your modeling process, you can create more complex shapes, quickly and easily, if compared to the pure polygonal modeling techniques. You can create the most demanding lines and curves because 3ds Max supports different types of spline vertex. In this chapter, you’ll be given exercises to strengthen your spline editing skill. You will learn how to manipulate spline objects such as adding and deleting spline vertices. And many other spline modification techniques such as “Fillet”, “Chamfer” and “Outline”. Then we’ll discuss 2D Boolean operations. And then more techniques for quickly cleaning up messy intersecting splines. After that, you’re going to start learning different techniques to convert the spline objects into 3D models. You will learn about the “extrude” modifier. Then the “lathe” modifier. And then the “Bevel profile” modifier.

In chapter 8, you will learn the basics of creating smooth organic 3D models using the subdivision techniques. We’ll cover the most important concepts around subdivision modeling. Such as when to use and when not to use non-quad polygons. Learn how to fix bad topology results from concave N-Gons. Then we will cover the modeling techniques using compound objects. Such as using the “Pro Boolean” feature. And then learn how to deform an object to follow the surface of another object using the “Conform” feature.

Hands-on projects

This course is loaded with so many hands-on projects, challenges, and exercises that are designed to improve your skills gradually and push them to their fullest potential. Most of the projects in this course are based on real-world products. First you will model this table lamp product called “Oluce Atollo”. Then you will create this stool product called “Tamtam”. Then you will learn how to create this unique side table called “Etna”. Then learn to model another table called “Lack”. After that, you will create this kitchen counter product called “Werk”. Next, by using the spline modeling techniques you will create this “S” letter type logo. Then learn how to efficiently model this circular ornament. And then learn how to model any type of tileable 3D pattern while creating this wall ornament. Then you will learn how to create this vase called “Echasse”. Learn how to create interior details by creating this crown molding. Then learn how to create this table lamp. And you will learn how to easily model this Roman column. Starting at chapter 8, we will model this teacup object. And then this washbasin object. After that, we will create this stool product. And finally, in the last chapter, we will model this chair product using the techniques we’ve learned previously in chapter 8.

After completing the course, in sha Allah, you will have a solid foundation on how to use 3ds Max. You'll gain a significant amount of 3D modeling skills. And also, you will understand many important concepts around 3D computer graphics. I hope you find this course interesting and beneficial.

Meet Your Teacher

Teacher Profile Image

Widhi Muttaqien

CG expert & entrepreneur

Teacher

Widhi is an entrepreneur in creative industry. He has master degree in information technology and business management from Bina Nusantara University. Beside doing business he is also a lecturer in computer graphic related disciplines in President University Indonesia and Lasalle College International.

In his more than 20 years of experience in the CG industry he finished hundreds of projects with clients from all over the globe. He has been producing thousands of CG images and animations. His deep passion with computer graphic leads him to dive into 3D visualization, animation, game development, video and motion graphic.

See full profile

Level: Beginner

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Transcripts

1. Introduction: assalam. Waleikum my name is Redeem Attack in I am an entrepreneur and also lecturer in computer graphics disciplines. I teach treaty and to the animations where designs motion graphics give development another computer. Graphics related disciplines have been using and teaching to their smacks for over two decades. Now, in these online course, you're going to learn dear Sen shows off using two DS max and then focus on the critical techniques off three D modeling. This course is designed for complete beginners. So if you have never used to DS Max before, don't worry, because this course is for you. The curriculum is carefully designed so you can muster a tedious max quickly and seamlessly . There are a total off nine chapters in this course. In the first chapter, you be introduced to the user interface off three DS max. You were different ways to navigate the view poor in different ways to utilize the display settings. In the second chapter, you will learn basic object operations such as how to create objects and how to modify them . Once they are created, you will learn how to select objects, how to transform objects, how to use and manipulate the people point more advanced transformation settings, learn about modifiers and then, finally, about object duplication in 1/3 chapter, you'll in various ways off managing your treaty. Seen from basic object management, they're learning how to use this in Explorer, learn how to use in many layers, learn about the selection said and also object grouping. Then, starting at the four chapter, we're going to shift our focus to three D modeling. In this chapter, you will under power off irritable Polly modelling techniques. We'll start with the basic modeling operations, then move on to difference of objects. Selection techniques step by step from the basic to advance. Next will cover important modeling concepts such as normal direction and back face culling . After that, you earn each related modelling techniques, then learn different ways, took up and slice through the models. Next, you will learn about the surface smoking group, learn how to close holes and learn about the hidden technique off age extrusion. Then you will learn how to connect to structures using the Bridge Command and then learn even more various polygonal modeling features. In Chapter five, we'll focus on precision modeling. We'll start with the basics off whole three DS mix uses my German units. Learn ordered. Wants us off the scale operation. Learn how to reset transformation. Learn how to precisely set the dimension. Often object. Learn different snapping features that three DS max has to offer and then learn hotel line objects using various tools. Next, in Chapter six, the focus is on a modelling project we're going to create this kitchen counter product will cover from setting up the references, then modeling the based frame and in modeling the panels until we have a finished model. In all off this modelling processes, we are going to use a real measurement unit in the next chapter, which is chapter cell phone. You'll be introduced to this flying object type by leveraging spine in your modelling process. You can create more complex shapes quickly and easily. If compared to the pure polygonal modeling techniques, you can create the most demanding lines and curves because two DS makes supports different types off spying vortex. In this chapter, you'll be given exercises to strengthen your spine. Anything skill. You will learn how to manipulate spine objects such as adding and deleting spine vert, ASUs and many other spine modification techniques such as Philly Jam, Pfirter an outline. Then we'll discuss 30 billion operations and then more techniques for quickly cleaning up Messi intersecting spines. After that, you're going to start learning different techniques to convert the spine objects into three D models. You will learn about the extra modifier, then the late modifier and then the bevel profile modifier. In Chapter eight, you were on the basics off, creating smooth organic treaty models using the subdivision techniques. We'll cover the most important concepts around subdivision modeling, such as went to use, and we're not to use non court polygons. Learn how to fix with apology results from Gun Kif and guns. Then we will cover the modelling techniques using compound objects, such as using the pro bullion feature, and then learn how to deform an object to follow the surface off another object, you seem to conform. Feature. These force is loaded with so many hands on projects, challenges and exercises that are designed to improve your skills gradually and push them to their fullest potential. Most off the projects in this course are based on real products. First, you will model the stable and product called Lucia Tollo. Then you will create this stool product called Tempt Him. Then you learn how to create this unique side table called Aetna, then learn to model another table called black. After death, you create this kitchen counter product called work. Next. By using the split modelling techniques, you will create this s letter type logo, then learn how to efficiently model the circular ornament and then learn how to model any type off fallible TD Britain while creating this wall ornament. Then you will learn how to create this always called ashes. Learn how to create interior details by creating this crown molding, Then learn how to create this stable AM and you will learn how to easily model this Roman column. Starting a Chapter eight, we will model the stickup object and then this washbasin object. After that, we will create this stool product and finally, in the last chapter, we will model this share product using the techniques we've learned previously in Chapter eight. After completing the course in Sharlow, you will have a solid foundation on how to use studio smacks you again a significant amount off three D modeling skills and also you will understand many important concepts around three D computer graphics. I hope you find this course interesting and beneficial was Salam wa alaikum. 2. Conventions and disclaimer: well, come to the course before moving on. There are some throw things I need to mention and to make clear firsts first, about the structure off the course. I have carefully crafted the curriculum so that everything is placed sequentially. Each lesson you take on one level will become the foundation off the lessons in the next levels. Therefore, it is important that you take the course in order step by step, not jumping around. If you take the course by jumping around, most likely you will get confused at some point. The second thing I need to mention is that you need to practice for each video. Please try out the lesson yourself. At least ones. The course is not just about theories. Most off the lessons are practical skills. So again you need to practice. If you really want this online course to benefit you, I'll be using to the S mix Version 2020 in discourse. If you use on older version off three DS max, you may experience some differences. Those can be D y the short cuts and order features. To avoid these problems, I strongly suggest that you used the latest version available or at least you studio smacks . Version 2020 for your information or arrest releases a new version off three DS max each year. When you join this course, you might already use a newer version off video smacks now for the newer versions. I don't try to keep updating the course by inserting in between lessons to explain what has changed since version 2020. If not, I would just published a whole new course. Throughout the course. I'll be displaying a lot off images. Some of them are not made by me, amusing them merely as sources off inspiration or as references. If I can find the name off the copyright owner, I will try to add credit for him or her on top off the image. Otherwise, I will just put the girl offer. I got those images. If I don't specifically state that the image is made by me or has my watermark on it, it means that the image belongs to the respectful owners or artists is I do not claim those images made by me. All right, let's move on to our first lesson video 3. 3ds Max UI: in this lesson video. We are going to learn about the u i or the user interface off three DS Max. One thing that you need to know is that three ds max you I is customizable. So when you see other people's you, I you might find them a bit different from your you I or the standard you I and that is totally fine. For example, you might see other people has, like, color team and that you're you. I may have this default dark color team. Although dark you I is actually easier on the eyes, especially in the long run. But if you do want to change the you I to the bright color team, you can go to the customize menu up here and into slowed custom. You I skim after that, a window will open and you can pick this aiming like about you I file and then click open. After that, you may need to restart your treaty s mix toe. Apply all off the changes for now. I will use these the fault dark. You I Okay, now let's discuss the elements inside three DS max up here you will find a menu. This menu is probably the most standard thing among Windows based application. Even in Mac and Lennox, most applications will have this kind off menu on top off them below it, you will find the main toolbar in this main toolbar. You can find almost all off the common tools when working into the S mix such as the move, tool, rotate, tool and scale tool, etcetera. No. India's main toolbar. We can see the projects panel. We're not going to use this panel, so let's hide it to do that. Notice. We can see this. Lines just right. Click on it, then turn off these projects. Check box. You may notice data use 7 20 p resolution to record this video. It is why some off the main toolbar buttons are hidden. You may not experience these if you use high resolution such as full HD resolution. But if you do need to work in small resolution like mine, you can move your mouse cursor over the toolbar area and then hold the middle mouse button and then direct like this. This way we can see an access the hidden buttons below the main toolbar. You will find the ribbon. For now, we are not going to use the ribbon and the spinal actually taking some space in our screen . So we are going to hide this panel. In order to do that, we can click on this toga ribbon button up here in the main toolbar. If later you want to show it again, simply click again on this button. Okay. Now, at the left side, you will find this few portly or tab, which is, in my opinion, not very useful and also taking too much off the screen space. So we are going toe height. This also. But before we do that, I'm going to show you what this panel actually can do. This panel is useful to change the few port layout. For example, we can click on this character button and click on this layout. As we can see, we know half different, few portly out. But again, we will be using maximized minimize pupil Togo. So this is not very important for us at the moment to hide this panel. First, we need to switch back to the standard few port by clicking on this button. Then just right click in this line at the top off the panel and turn off these few put layout steps. Checkbooks. Next is the scene Explorer the Spano is useful to displayed. Lease off our objects in a scene in several different ways. In theory, we can show and hide the scene Explorer by clicking on this button up here. But in three DS Max 2019 this button has some strange behavior. If you click on it, it will open another scene Explorer. So now we have to seen explorers. I don't know if this is considered as a buck or not, but to fix this issue just right, click on this line and then click this scene, export or check box in here. Then you can wreck this one to the left area, or simply right, click on the title bar and then to stock, then laugh. Now we can show in height the scene explorer using this button up here next. This large center area is the few port few pork is like a window where we can see our three D world from different angles by default. We have four few ports. If you look closely at each off this few ports. We can see the name off the few port label at the top left corner. This is the top few poor where we are looking from the top direction. This is the front few port, which basically looking at the front side, and this one is the left few port. And finally, the last one, which looks a bit different from the rest, is the perspective. Few poor. We're going to discuss about few port navigation more in depth. In the next lesson, we can maximize a few port by pressing out W. But first you need to move your mouse cursor toe the few port that you want to maximize. For example, if I move my mouse on this perspective, few port then hit out. W the perspective. Few port will be maximized. I w again so many My sit back. If we move our most cursor on this front, few poor area and impress out W. Then we get our front few port maximized. Don't. Here we can find the timeline, but in three DS max, we call it the time slider. Essentially, the timeline is used to scrap the time pointer and place TI frames for animation because we are not going to learn any animation in this course. We're not going toe touch this panel. If you want to hide this timeline, we can right click on this line and then click on this time Slider. Next. Don't. Here you will find Max Script console status. The information values que frame tools, playback tools. And this area at the far right is for a few port navigation. We're going to discuss some off days when the time come, inshallah, At the right area, off the screen, we can find a command panel. So this big panel is called the command panel. This command panel is actually divided into sofa Rosa panels. First is the create panel. This is the panel. We need toe access when we want to create new objects inside three ds max. The second sub panel is the modify panel. This is where we go. If we need to modify existing objects, then the hierarchy panel where we can set up if it Boyne linking rigging, etcetera. The motion panel where we can set up and manage animations. The display panel where we can control how three DS max display objects. And the less one is the utility spinal, where we can find some helpful features in different categories. 4. Viewport Navigation: in this lesson video. We're going to discuss about few port navigation for us. I will create some tea pots in the scene and a plane object. Now, I know we haven't discussed object creation yet, but this is not the point off this lesson. So just bear with me for now, okay? Do not forget. The few ports we can use suffer all methods. The first method is by using the mouse. The second method is using the few cube. The third method is using the steering wheel and less method. It's using the you I buttons which are located at the right most bottom screen. Let's see each off this methods one by one. In this video, we will cover the first method and in the next video, we will cover the other three methods. The most method is by far the fastest method to navigate around the few ports. So you should always speak. This method is your first priority. Okay, Now, before we begin for this method toe work unit, a mouse with a scroll wheel or a middle button. If you are serious in three d, I strongly suggest that you invest on a good standard mouse with a scroll wheel, it will say a few tons off times compared to trying to never get the few port using the few cube or with other methods. Now, when you purchase a mouse for working with three D, just be aware that there are some mice products that don't have any scroll wheel or middle most button at all. You really shouldn't buy this kind off mice as they won't help you at all. When using Tree DS max, let's begin or Unification lesson with dragging or painting the few port who penned a few poor we can use the middle most button. Now. Many people don't realize that they have a middle mouse button because it is actually hidden in a scroll wheel. So if you are a pressing down the scroll, well, you actually clicking using the middle mouse button again, you need to press the scroll wheel down, not rotating it after you pressed and hold it. If you drag the mouse, the few port we open around now unit were understand. We are doing navigation here, not transformation, meaning these objects don't move at all. It is how we see the object that it's moving okay to zoom in and out the few port, we can rotate the scroll wheel back and forth, so scroll forward to zoom in and scroll backward to zoom out another method to zoom in and out, but with more precision. You can hold the control and the Archies together and then click and wreck with the middle . Most button back and forth. Four to zoom in and backward to zoom out. Okay, finally, to rotate, or or with the few poor forest. Less method. We can only perform these on a perspective. Few poor Moody's hold the all key and in the middle, most button and just move around your mouth as we can see the few port we rotate. Okay, now you might be asking, Why should I do this on the other a few parts? Well, because if you do this on the other, a few ports, the few port will change. Toe. Orta Graphic. Few port. This oughta graphic Few port looks like a perspective. Few port, but notice it doesn't have any vanishing points. So switch a few port to perspective, you on the left of you or any views you want you can click on this tax, which is the second label menu and used any few poor type that you want from this. Listen here. We can also see that the left you shortcut is l from few is f but on few is B and so on. Currently, we want to revert this view port back to the left of you. 5. Alternative navigation methods: in this lesson video. We're going to discuss the alternative matters for navigating the few poor. These methods that we are going to discuss are not actually recommended if you have a standard three button mouse, but sometimes we may find ourselves in a situation where we cannot use our mouths and forced to use our left top track bed. Perhaps our mouths is broken or we accidentally left it at home. For example, the first alternative method it's using the few cube. The few cube is this white colored cube you see at the right top area on each off the few part. Now the few cube is mostly used for doing different types off Vieux Port rotation to rotate or to orbit the view poor. We can move our mouths over the View cube and then just click and wrecked with the left mouse button. This is the same as using the out middle most button method. Another way off. Rotating the few port is using the turntable method. To do this notice. We have this compass ring. If you hover your mouse on the campus ring and then click drag around, you will get Vieux Port rotation also, but now it is constrained toe horizontal rotation. The next type off rotation that we can do using the View Cube is rolling. No, honestly, I never had a need for a view port rolling, but you may find this useful for your own situation to use a view port rolling. You cannot do this in perspective or user Orta Graphic view. You can only do this on access of your points. What I mean access Viewpoints are straight viewpoints such as top front left, etcetera notice. In his viewpoint, we can see to small arrows. If we click on one off them, we can see the View port rolled by 90 degree in Cremin. This is for clockwise direction, and this one is for counterclockwise direction. Okay, now, besides for rotation, we can also use the View Cube for accessing the excess viewpoints and for resetting the view port To access the front access viewpoint, for example, we can click on the front tax that appears on a view cube. We can access other excess viewpoints using the same method to reset the view toe. The initial view we have when we first start to their smacks, we can click this home I can on top off the View cube. Okay, now, because I have a standard three button mouse, I won't be using this view Cube at all Throughout the course, we can hide the few cube to save more space in the view port. To do that, click on this plus sign on the left top area off the view port juice of you Cube and click on this show the View Cube option in here. Now the view cubes are all gone or hidden to show them again. You can use the same method, but I will leave the View Cube hidden from now onwards. The next method off navigating the few port is by using the steering wheel. This is a hidden feature in three DS max, but honestly, almost nobody use it. I never see any treaty artisans who used this feature for navigating the few part, but it is there if you ever need it. Some features off the steering wheels are actually useful for presenting our work in real time, and it can be used to complement the View Cube navigation method. To activate the steering wheel, we can click on this plus button, then choose steering wheels and then Togo steering wheel. Now the steering wheel has many different variations. For example, if we click on this view Object wheel, we will have something like this. If we click on this tour building well, we will see something like this. We can also switch between this steering wheel modes by right clicking on it and interest any off this modes. For now, I will only cover the default mode, which is this full navigation wheel option in here. You can explore the other modes yourself later. Okay? Trooping around a few port. We can hover our mouths on top of the spin button and then click drag to rotate or to orbit the view port. We can click drag on the orbit button in here and to zoom in and out the view port. We can click drag on the zoom button in here. The rewind button in here can be used to go back to the previous of use we have before the center button will center the View port to the selected object. The walk button can be used to mimic first person controller in three D games the look button can be used for We are like viewing control where we are standing at stationary location while our head can look around freely to see the surrounding. And the up down button in here can be used to move our view up and down. Okay to close the steering wheel. We can click on this X button in here, or we can go back to the plus Sign menu steering wheel and then choose Togo steering wheel again. The less method off Vieux Port Navigation is using the U I. You can find a navigation tools at the right bottom area. Open the view port around. You can use this toe that looks like a hen to zoom in and out. We can use this to that looks like a magnifying glass and finally, to rotate the view port. We can use this tool in here. This tool will display the view port rotation, geese move. If we move our mouths inside this gizmo and wreck around, we rotate the view port. If we click and wreck this node or this node, we rotate the view port horizontally. This is like the turntable rotation we did before when rotating the compass ring at the View Cube. If we use this node or this node, we wrote it the view port vertically. Leslie. If we move our mouse cursor outside the geese more instead, we du Vieux Port rolling. Okay, this button at the far right button position is used for Vieux Port. Maximize. Toggle it. It's like the old W shortcut we discussed earlier. Now the navigation tools we see in here actually has lot more options and features. Notice that some off this buttons has small white triangle on it, indicating the day provide additional functionalities. We can see them by pressing and holding the button. We will discuss some off these features in time. 6. Zoom extent and display mode: in this lesson video we're going to discuss about zoom extend and different display settings off the few ports for us is zoom X 10. Zoom extent is the most important technique that you need to know. After a few port navigation. Essentially, zoom extent will allow you to quickly frame the few port to certain objects in the scene. Let's see how we can do this. If we select an object, for example, this teapot and click this zoom extent button in here. We can see it. Three. DS max will pan and zoom into the object so the object is in frame most off the time. I don't use this button but prefer to use the short cut, which is zero turkey. Okay, now, if you don't have any objects like that, what will happen if we press Z or performs? Um, extend. If nothing is selected, pressing, resume, extend or pressing, Z will make all off the objects in the scene. Toby in frame in a few port. This is helpful in scenario where, for example, we wrote it and zoom away from the origin, and we just kind off lost in space. If this ever happened to you. Just press Z and your few ports. We'll zoom back to the objects you are working on before or a few. All of the objects in the scene Okay, Few port navigation and zoom extent is a very important skill that you need to master first before moving on to more advanced lessons in his course. So just make sure you practice a little and become familiar with it. Okay, If we look closely at the third and 1/4 label menus in a few port, these two are used to determine how through the objects will be displayed inside the few port. If you click on this one, don't. Here we have delighting in the shadow section where we can turn on and turn off lights and shadows, etcetera. In the material section, we can enable or disable transparency and also some other options. In here you can play around with the settings and see which one you like best. If you are not sure which settings to turn on or off, you can simply to one off the presets. Up here we have high quality precept, standard performance and direct X mood precept. For now, I will stick with the standard preset in here. The last settings we want to look at are the ones located inside the less label menu. If we click on it, we can see so far, are settings we have face. It's which basically removed all of the small effects from the surfaces. Or we can pick Play in Here, which uses Z brush style madcap material. You can just try and see which one you like best in the stylized sub menu. We can even find more misplay effects inside it, such as this color pencil. No, honestly, I have no idea why we would want to use these stylized display modes, but they are there if you ever need them. For now, I will stick with the default shading option at the top. OK, now you need to understand that all off the settings we get from this to label menus, they are affecting only the few poor display, meaning it will not change the objects in the final rendering. There are two modes that I usually find helpful when modelling, and that will be this. Each faces option and this wire frame override the age faces option. We'll draw the ages off the objects in a few port, which is very helpful in the modelling process. The shortcut for this each faces is a four so press effort to show the ages impress a four again to hide them. The wire frame mode we removed all off the surface rendering, so we only see the ages for the wire frame of it. We after need this mood also in a modeling session. The shortcut for the small is after three, and it is a total function also so pressing after he again, we'll bring us back to the solid display mode. So again, I repeat, F three is for troubling between wire frame and solid mode and a four for showing and hiding the ages. But therefore, shortcut can only be useful in solid mode because in wire frame mod, everything is already looking like a bunch off lines for ages. Notice if we are in wire frame mode, the H faces option becomes unavailable 7. Create and modify objects: in this lesson video. We're going to discuss how to create objects and also how to modify them. Basically, intraday Astmax. If you want to create a new object, you need to go to the create panel, which is this step at the left Most location in the command panel. But if you want to modify existing objects, then you should go to the modified panel, which is the second tab after the Creator. No. So again, you need to remember this basic. You, I concept into the air smacks whenever you need to create a new object, any type off object, you should go to the career panel. And if you already have an object and you want to modify it, then you should go to the modify panel. Okay, If you look at the career panel, we can actually see some panels in a form off these small buttons. Each off Lisa panels represents the type off object you want to create. This one is the geometry soprano, where you can create a three D geometrical objects such as box, sphere, cylinder, etcetera. This one is the shapes soprano, where you can create a vector shapes such as line rectangle circle, etcetera. These sub panel is used when we need to create light sources. This one is for creating cameras and so forth. We're going to discuss these different types off objects step by step in time. Right now, we are going to focus on Lee on the geometry objects. If they look at the geometry panel, notice that it also divided into several categories. In a form off a drop down lease, we can see standard primitives, extended primitives, component objects and so on. It is what to mention that when you install that party plug ins into two DS max, some off this plug ins may provide new types off objects, so you may get new categories on this lease. For example, if I don't have Krone plug in installed, this kroner category will not exist. Okay, now let's focus on the standard primitives. The techniques off creating objects into the S mix are varied. They depend on what type off object you want to create, but mostly they follow a certain pattern. Let's start with the simplest method, which is clicking and dragging. For example, let's create a sphere. Er, click this fear button here notice how this button becomes active and then in perspective. You poor click and wreck like so then release, and we have a new sphere object created now. Pay attention to this button as soon as this button is still active. Whenever you click and wreck and release again in the view port, a new sphere will be created. So you are in this mood off creating spheres to exit from this creation mode. Simply right. Click. So again, this is very important to remember in three DS max. If you need to exit a certain mood, you need to right click with your mouse. OK, next, let's try creating a plane object. Click the plane button and click drag, then release. We can also do the click drink method to create a teapot. Just click on the steep hot button, then click drink on the view port and then release. Remember to right click ones to exit the object creation mode. The second technique, which requires more interaction, is by using the click direct method, followed by dragging and then click ones to finish. For example, let's create a box, click the box button, then click drag on the perspective View Port now the first click direct process will create this base area for the way it in the length. There is no height yet after we released the most button. Now we are moving on to define the height off the box. I'm not touching any, but now I'm just moving the mouse up and down to define the height. Notice that the height can be a negative value, which makes the box goes below the ground. After we are satisfied with the books of height, click once on the mouse to confirm it, and we just finished creating a box. It's always you are still in the creation mode. We can see the box button here is still active. If you want to exit, you need to right click. Once we can use the same technique on the cylinder object, click on a cylinder button. Click drag to define the base release. Move up click ones and we have a cylinder right click to exit the cylinder. Creation Modou. Next. Let's discuss the less technique in the Object creation, which involves sufferer clicks after the first initial click and drag one off the objects that require Miss method is the tube object, so click on a two button click drag in the view port. This will actually define the first radius or the outer radius off the tube. After we release, we need to define the inner radius by moving. The mouse beckoned for after we click. Once we can then move the mouse back and forth again to define the height off the tube. Then Click wants to finish the process right click to exit the tube creation mode. So by now I believe he already understand the pattern off the object creation process in three DS max. I recommend you to explore creating other objects by yourself. You can see there are a lot off objects that we can create inside the standard primitive scategory. There are even more in the other categories. You can try creating the extended primitive objects such as hydra total snot jumper box, etcetera. Now let's discuss how we can modify objects in three DS max. If we don't have any object selector and we opened a modified panel noticed the modified panel is empty. It doesn't show any parameters, but if it's like an object by clicking on one off this objects in the view port. We can see the modify panel now displace the parameters off the current object. So basically, the modified panel is the contextual panel, meaning it can only show the parameters off the currently selected object. Now, because different objects will have a different set off perimeters, the modified panel doesn't have a consistent you. I, for example, if I select this box, we can see the perimeters off the books object. In the modify panel, we can see and edit the length, the width and height off the box in the modified panel, simply by click and ragging these spinners up and down. So this small up and down arrows button is called the spin Other. Now, if I took this sphere notice we no longer see the length, the width and height parameters off the box. Instead, we can see and edit the radius and other parameters belong to the sphere Object. Now, besides clicking and dragging on a spinner up and down, you can also do a simple click only up. Order down buttons to notch the value, or you can also type in the value manually input field, for example. I can double click to select the whole text like this and in type in 20 then enter 8. Object selection: in this lesson video, who will discuss how to select objects and different moods and settings. Our own object selection. Introduce Max to select an object you need Toby in one off this modes this like object mood , move more rotate mood or scale Mood. If you are in one off this modes, simply click on an object and it object will become selective. So the cycle objects. You can click on an empty space in the view port, or you can also use the keyboard shortcut Control D. If you forget the shortcut, you can always go to the edit menu and look at this area. Notice. You can find a select non option in here with controlled es the shortcut. And from this menu, you can also see that we can select all objects in the scene by using control A. And we can invert the selection by using control. I shortcut. All of these short cuts will be useful for us later, especially when we are in the modelling process. If we have an object selector and we want to select more objects, we can use the control key. So, for example, we can click this subject to select their then to select this subject. Also hold control and click on it. Now we have for these two objects selected, you can keep holding the control button and keep clicking to select more objects. If you want to de select a certain object out from the selection, you can use the Alte. So, for example, put out and then click on this object. Notice how this object now it's not selected anymore. So again used to control modifier key toe, add more selection and used the out modifier key to reduce the selection. Okay. To select multiple objects at once, you can use the click drag method like this. Notice how it creates a rectangular selection region. Every object within the region will be selected when we release the mouse. You can use this technique with the combination off the control and out modifier keys. For example, if you want to add the subject to the selection, you can hold control and then click direct like so Now they are all become selected. If you want to de select them, hold out and then click direct like so now we can see these objects are no longer a selector. When we region selection, there is one important setting that you need to know in the main tool border. You can see this button. This button is useful for polling between window mode and crossing mood. So what is the difference between the tool well in crossing mode when we click drag to create a reagent selection, every object inside the region, plus the objects that are touched by the raging border will get selected. But in window mode, Onley objects that are truly inside the region will be selected. Objects that are cross or just partly inside the selection region will not get selected. The shortcut for the Stoker button is chef. Oh, until now, you might be wondering. A studious max only support the rectangular selection region. Well, the answer is known to change the selection. Raging behavior. You can click and hold on this button. Here we can see there are also circle selection polygonal selection less so and clean selection mode. If you want to cycle through the selection modes using the keyboard shortcut, you can use the Q. Let our key. Now if you set this to the circular mode when we click direct to select multiple objects, we can see the rage in Islam a circle rather than a rectangular like before. Next, it's the polygonal mode, or officially named the Offense Raging mode in three DS max. This one behaves like the polygonal lasso tool in photo shop. To use the smooth, you need to click dreck first and then do a serious off click releases. To finish up a selection, you need to double click the mouse. The next one is the less origin moder. If this is active to create a selection region, you simply click and drag to draw the region. When you release the mouse, the selection will be created. Finally, the less one is the pain selection mode. The selection mode works like a paint brush, so if you click and drag to move the cursor around across the view port like these, notice that every object that is touched by the cursor will get selected. Now, before I end this lesson, you need to understand that all of these different selection modes can be combined with the control and out modifier keys. Just for example, if I have a pain selection mode active and I hold the all key while performing the selection. I am actually be selecting the objects. If I hold the control key, I am adding more objects into the selection. I believe you already understand the concept by now, and she'll be able to apply these to the other selection modes. 9. Transformation: in this lesson video. We're going to discuss transformation. So what is transformation? Well, transformation is a generic term exists in computer graphics. Basically, transformation is anything that relates to the position, rotation and skill. But before we start learning about transformation, there is one important thing that we need to discuss force. And it will be the orientation convention. When working in three D, it is strongly recommended that you first understand the convention off the orientation relative to the world access. This is because different really software or game engines may have different or intuition. Convention. For example, what is considered Toby up direction in three DS max is different than the up direction in the Unity game engine Introduce Max. The up direction is the Z axis, while in unity, the up direction is doi access. If you are working with multiple pretty software, this can be a bit daunting. But there is at least wanting that is common and uniform across. All truly suffer in the world, and that is the colors off the excess, no matter what really suffer you are using. Dizzy access is always blue. Do I Access is always green, and the X axis is always read. Okay, for now, let's focus only on the orientation convention inside two DS max in three DS max. The up direction is the positive Z axis. In the don't direction is the negative Z axis. You can see this clearly by looking at the small access at the bottom left corner off each view port. The front direction is the negative for excess, and a big direction is the positive. Why access Leslie? The right direction is the positive X axis, and the left direction is the negative X access. Now, whenever I mention left or right directions in this course, it means it is based. Or now what a viewing angle not based on the objects local direction, unless are stated specifically that it is based on the object. Okay, now you always need to remember this convention all the time when working inside three DS max, especially the front direction, which is the negative. Why access? When you are modeling, you always wonder model to face the negative. Why access? You'll understand later why this is important. Now let's move on to discussing transformation. First, let's start with the position or movement to more often object. We need to be in the movie mode, which is this button up here. Besides clicking on it, you can also access it via the keyboard shortcut, which is W or another way to access it is by right clicking. This will open up a special pop up menu called the Quote Menu. From this menu, you can just move here, Okay, now, if you have to move more active and you have an object selected, you will see these colorful arrows appear on the object. These arrows are called the Transform Geese moon, and it is there to help us to move. The object around the blue arrow indicates, is the access direction dread. One is the X axis, and the green one is doing excess. If, for example, you want to wolf the object along the X axis, simply click and wreck on the Red Arrow. Yes, you can see the object is moving, but it is constrained only to the X axis direction. The same principle applies to the green Arrow, where you can only move the object on the Y direction, and it's also applies to the Blue Arrow, which constraints the objects movement to the Z axis. Now, sometimes we need the Waffen object on a plane instead of just a single access. For example, we want the subject to move along the X Y plane to raise. You can click and direct the elbow that connects the X ero and White Arrow. This will make both the X and Y access active at the same time. Therefore, we can move the object around along the X Y plane, and it will not move in a Z axis direction. The same concept applies to the X Z plane and also the Y Z plane. Now, before we move on, notice that there is a small rectangle in the center off this moon. We can use this rectangle to constrain the movement to the viewing plane, essentially the viewing plane or also known as the screen plane. This official plane, based on our current viewing angle, it uses our eyes or ever the orientation off the view port to constrain the objects movement. Next, it's rotation to activate the rotation mode. We need to click this button up here, or you can also use the keyboard shortcut, which is e or you can right click to open the court menu and simply click this rotate button here. After we are in a rotate mood, notice how the transform gets more changes to the rotation. Transform geese move, which looks like a bunch off colorful circles. Until now, you probably already notice it. That the transform gets more can be used to indicate in which transformation mood. We are in the circles. Tell us right away that we are in the rotation mode. Basically, these circles work almost the same SDA rose we saw in the movie mode. The blue one, for example, well constrained the rotation so that the object uses dizzy access as the rotational access . The same thing also applies to the UAE access, which is this green one and the X axis, which is this red one. Now. Besides the car circles, you might notice that we also have this big white circle. This white circle is used to constrain the rotation Toby perpendicular to the screen space . Sometimes you just need to wrote it an object randomly. We don't any constrains. Well, we can do that by moving the mouse to the center off the gizmo. We don't touching any off the circles and then just click and direct the most around. We can see the object rotates freely. The last one is scaling toe access the skill mode. We can click this button up here. You can also use the our letter key as the keyboard shortcut. Or you can also use the court menu by right clicking and into scale here. So until now, just to recap the upper left area off the keyboard is very important, as you may access it a lot. Q is for a selection mode. W is for movement mode is for rotation, and finally, R is for scaling to scale an object. Uniformly, we don't any stretching. You need to click and drag on this inner triangle. You can see the object become bigger or smaller as we move the mouse back and forth. If you want to scale the object only on a certain access, for example, the X axis, you can grab the red one and then drag it like so the scaling no only happens in the X axis direction. The same concept also applies. That is, the axes in all sorted Y access. We can also scale only on the X Y plane by grabbing the elbow, which connects the X and Y Xs. The same concept also applies to the other plane constraints. Okay, now let's throw our attention to this area down here where we can find on X y and Z values and let's activate the move mode for now. If we have to move more active, these values actually displayed, according it, for the position off the object in a three D space. Notice if I move the object around, these values change accordingly. Now, if we are in the rotate mood, what you will see in this area is actually the rotation value for each off the access in the grease notice. When I wrote it around in the Z axis, for example, does he value changes accordingly? If we are in a scale mode, these values, you see don't here are actually percentages. So 100 value for each off the excess is the normal order. Default value for the scale 100% is equal to one, which means there is no scaling happens on the object. No testify. Skill out this object on the X axis. We can see the X scale of value no becomes larger than 100%. Sometimes you need to show or hide. The transform gets moon. You can notice by going to the view menu and click. Please show transform gets more button. Besides showing and hiding, you can also make the transform gets more bigger or smaller by pressing the miners key and the equal key on the keyboard, which are located on top. Off the peel, a turkey and the bracket ski press minus toe make it smaller and press the equal key to make it bigger. 10. Pivot point: In this lesson, video will discuss about the brief a point in three DS max. Every object has a center point. These center points are called the beef. What point, If you use any off the transformation tools such as Move wrote it or scale the location off the transform gizmo is actually located at the objects before point. The pivot point is very important because two DS max uses it as the basis off any transformation operations in terms off movement. The Pivot Point ISS used to define the objects co ordinate in terms off rotation. The pivot point issues as the center off the rotation in terms off scale. It is also used as the center off the scaling process. If you need to change the location off the people point first, make sure the object you want to edit is selected. Then go to the hierarchy panel, which is the spinal. Besides the modify panel, then to speak, but here and in turn on this effect before only button the button now becomes active, and while this button is active, any transformation that we do to the object will not change the objects geometry. Instead, it will affect only the people point. For example, if I move it like so notice the object is not moving. Only the pivot point moves after we finished anything the paper point. Don't forget to click this button again to turn off the People Point editing mode. In this case, you cannot use the right click method to exit the mode. You need to click the button again manually, and now we are back to the normal mode so and remove the object. The geometry in the pivot point. We'll move along together just like before. Let's see an example off how editing the paper point becomes very important. Let's say we want to create an animation off a simple door opening. Let's create a walks object for this purpose I'm trying to make it looks like a normal door . Okay, now, if we try to open the door using the rotation, this moon notice how the door opens up, using its center as the rotational access rather than the site area. To fix this issue, we need to reposition the people point from the center to decide to do that, just like before. Make sure the object is selected and then go to the hierarchy panel, divert and then turn on the effect we fought only mode. Now activate the move mode. And just like this paper point to the side. After you are done, don't forget to deactivate this button again so we can go back to the normal mode. Now, if we go to the rotate mode and try to rotate this object again, as you can see, it behaves much like the normal or common door. 11. Transformation settings: in this lesson video. We're going to discuss more in depth about different aspects. Off transformation. First, let's discuss about the reference co ordinate system. If you look at the main toolbar, there is a pulled on lease here that say's view. This is the option for the reference coordinate system. By default, it is, said Toe View, which means that when we perform a transformation, the transform gets more access will be aligned to the currently active Vieux Port. To show you this more clearly, let's create a teapot. If we are in a perspective, view port and we have to move more active, you can see that the X, Y and Z access off the transform gizmo are aligned with the world access. Don't hear. So basically, the View co ordinate system is exactly like the world coordinate system. If you are in a perspective view port, you can only see the difference if you are in one off the autograph IQ view ports, for example. If you go to the front view port, you can see the transformed this most why excess is pointing up, which is actually the direction off the world. Easy access. If we go to the left of you port We have something like this. Louis Arrow is pointing up and the ex arrow is pointing to the right along with the world. Why access? So basically, by using the View Co ordinate system If you are in one off the autograph IQ view ports, the vertical direction is always do I access and the horizontal direction is always the X axis. Besides the view mood, there are many other modes in reference coordinate system We're not going to cover all off them in this lesson will cover only the two most important ones which are the world and the local reference co ordinate If you change the reference co ordinate system to the world, things will become more consistent in this mode. No matter which of you port you are currently in the transform gets most access, are always aligned with the world access. Next is the local Mordor. Essentially in the local mode, the transform gets more will align to the objects with four point instead off the world access. To understand this more clearly, imagine that this teapot is a car. This is the head and this is the tale if you need to any make the car moving back and forth at this stage, you can do this easily using the X axis. But what if the car turns like this at this condition? If you have the reference co ordinate system set to the world, you will have a hard time to move the car back and forth because there is no access that lined toe the current objects orientation. But if he said this to local, we can see that the objects local ex access is aligned to where the object is currently facing. This way we can move the object back and forth based on where it is facing. So you understand by now how important the local reference code in it is. The next thing we're going to discuss more in depth is this tightly according it down here . Make sure you have the move tool active now, and you have the reference co ordinate set to the world. Let's pay attention to the small toggle button here. If this button is off, it means we are in the absolute more, which is to default basically any small. This X, Y and Z values are showing the exact location off the object in three D space. If, for example, we change the Z value here, this real out of the high position off the selected object. Okay, Now, if this button is on, we are now in the offset mode. Notice how these values only show zero. When we type in a Z input field 10 for example, the object just moved forth and units up from its previous position. And right after that, the Z value is back to zero again. So from this example, you can already tell how this offset mode can be useful for us. In conclusion, if you need to see these, according it often object, then you use the absolute mode. But if you need to move an object at a certain amount off distance, then you should use the offset mode. Transforming a single object is pretty simple. Mostly, you just used the objects. People point as the center off the transformation. But if you have multiple objects selective, there can be sufferers scenarios on how you want to transform them into their smacks. We can use this button here to set the center off the transformation. There are three moats that we can use here to see what each off this Moz can do less active it rotate mode first and make sure you have multiple objects. Selector. The top one is the individual people point mode. In this mode, each object will wrote it on its own. People point the second more is the selection centre mode. In this mode, the whole selected objects. We wrote it together as if they are a single object. Three. DS max will calculate the median point and use that point as the center off the transformation. The less one is the Reference co ordinates center. This will use the center off the world as the center off the rotation. You can see that even if we have the objects located here off from the center, the transom gets more appears at the center off the world. Now this mode is actually not using the center off the world, but rather it uses the center off the reference co ordinate that we specify here. If you have the view or world active, then the transform gets more will be located at the centre off the world. But if, for example, you have the local mode active here, then the center off. The transformation now behaves like the individual people point mood. 12. Modifier: in this lesson video we're going to discuss about modifier. So what is exactly a modifier? Introduce Max Modifiers are special functions or properties that can be attached to an object. A modifier can be formed. The ship often object, alter its texture, make the object, follow another object and many other things to access the modifiers. You need to go to the modify panel in this panel. You can see a pull down lists here, but again, you won't see anything here unless you have an object selected. We've talked about this before, so make sure you have an object selected first this pulled unless it's called the modifier released. This is where we had new modifiers to the selected object. After you add one or more modifiers, then those modifiers will be placed and steak on top off each other. In this list. Here, this race is called the modifier steak. So again, I repeat, if you need to add a new modifier, then you need to go to the modifier lease. But if you need to access the existing money fires, then you can access them in the modifier stack here. Okay, let's just see an example in here. I have three teapots. If I picked this one and then go to the modified least right now, I want to look for a modifier called Melt. If you already know the name, you can type in the letters. So press em then, e, This will make the lease jump to find the money fire with the corresponding name and so we can see the mouth modifier here. Now just click it and we just apply the math modifier to the object Notice. In the modifier stack, we can see the mouth modifier located on top off the teapot based object with the mouth modifier applied, you can increase this milkman value to make the teapot. Looks like melting. If you pick the other teapots, we don't see the math modifier on them on Lee. When we select this teapot object that we can see the mouth modifier, This concludes that the modifier is unique. Toe a certain object that is being applied to because we selected only the steeple when adding the milk modifier. Therefore, only the steeple has the mouth modifier. We can add more than one modifier toe on object if you want. Oh, for example, Let's add lattice modifier on the second teapot. Lettuce, money, fire. We'll convert any ages to surrenders and any versus two spheres to see the effect better. Let's set the joints radius toe one and said the struts radius toe 0.2. So we have something like these. Next. After the latest money fire, let's at another modifier. This time we want to add the twist. Modify error. As the name implies, this modifier will twist the objects geometry. We need to increase the angle value here to really see the to its effect on the object. So basically, what you see here is the product off to modifiers, which are ladies and twists attached to an object. Now pay attention to the modifier steak. We know half the teapot base, object at the bottom, followed by ladies, and then twists on top of it. You need to understand that three DS max processes the money fires from the bottom to top, not top to bottom. So from this base subject, the latest money fire will be processed first. And then after that, the twist modifier. You can change the sortie order by clicking and dragging the modifier if I direct the twist money fire down like this, for example although the result looks similar but the way to the S Max process them is different now the twist is processed first and then after that the lattice. We can undo this by pressing control Z in many other cases, depending on what modifiers you are using. Changing the order off the modifier stack can drastically impact the look off. The object sometimes can even break the object. So this is something you need to be aware off. The next thing I want to point out is that modifiers are known destructive meaning. You can always go back to change things around. For example, if we want to change the basic parameters off the teapot object, we can take this teapot entry in the modifier steak. Notice how the parameters don't hear change according to the entry is like in the money fire stick. You can change the radios, you can change the segment amount or you may want to hide the spout for the lead, etcetera. If you click on the latest modifier, then you can access its perimeters. Don't here If you click the twist modifier then you can access the twist modifier parameters here. I'm pretty sure you get the idea now. Sometimes when we are working on the perimeters off the base object or on a certain modifier that exists below not dramatic fire, we want to see only the actual look off the object at the current stage, not the final result off the top modifier stack. We can actually do this by clicking on this show and result Togo Button, for example. I am currently at the base level. Now he fight on this button off, we can see the original teapot object without anybody fires that exists afterward. I can reduce the segments like this. For example, we don't any distraction. If I turn on this toggle button again, we can see the final result off the modifier stack in real time. Yes, I changed the segment value. There are so many money fires available in three DS max and there will be even more modifiers Edit if you start installing third party plug ins into today s Max. I encourage you to explore this modifiers yourself because the more modifiers you know, the more will flow options you have when working with three DS max 13. Object duplication: initial s and video. We're going toe cover object duplication intra DS max. We can clone or duplicate objects using several methods. The 1st 1 is by using the clone command. Second is by holding she if we're doing a transformation, and third is by using the You're a tool. Now there are actually more methods that we can use to duplicate objects into the S mix. But I consider them to be more advanced techniques, so we're not going to discuss them in this lesson. Let's just focus on these three methods. For now, the first method is the clone command. To use this method first, you need to select the object, then go to the edit menu and then just clone hear a pop up window called the Clone Options will appear here. We need to choose between copy instance or reference options. We'll discuss the difference later in this lesson video. For now, just just copy and then click OK, we just duplicated the object. But it is hard to tell because currently the new object is located exactly at the location off the original object. If you press W to activate the move tool and then just move it like this. We can see we actually have two objects. Another way to access the Cone Command is by using the court menu. So again, make sure the object we want to duplicate is selected. Then rightly toe open to quote menu. You can find a clone command. Don't hear if you click it, it will open the clone options window like before. Another method is to use the keyboard shortcut, which is control V. Remember, you don't need to press control, see, dislike the object and impressed Control V. The Crone options window will appear again like before. And if you press OK to yes, Maxwell duplicate the object at the same location as the original object I mentioned before that you shouldn't press control. See why? Well, this is because if you do press control, see into DS Max. That shortcut by default is used to create a camera object exactly at the position on where you are looking at the view port. So if you press control, see suddenly your view port becomes very hard to navigate. This is because you are not in the perspective of you anymore. You are in a camera view toe. Fix this. Just change the view back to the perspective view by clicking here and to his perspective, or by pressing P for the shortcut. Then rotate the view port. We can see the camera object that we just created here, this selected and then pressed delete. We'll discuss about camera later in another section off the score. Serious. Another way to duplicate objects, which you will often see me doing in this course, is by holding the shift modifier key while doing any type off transformation. For example, let's like this object. Make sure we are in the movie mode now, then hold shift and then morph the object like so, just like before the corn options window will open. Let's just copy again for now, but let's change the number off copies value here Toe five, for example, Then hit. OK, you can see we just duplicated the object while moving it and repeat the process for times based on a distance off the first copy. Now we sets moving. You can also combine the shift key modifier. We throated and scale to duplicate an object, but for these we'll let you try it on your own. Now we can see that with the number off copies of value, we can create multiple duplications at once. But what if we need more controls over this multiple duplications? Well, this is where the next method, which is Ray, comes in handy to duplicate an object using the recommend. First, make sure the object is selected, then go to the tools menu. Don't use Ray Here in the upper area. There are two column groups. The left one issues. If we want to specify the incremental value from one duplicate to another, duplicate the right one if we want to set the total value off all off the duplicates, the first row is for movement. The second row is for rotation, and the rest one is for scaling. For now, just like the left one and said the X value here toe 15 for example. Next, at the bottom part, you can see the array dimensions. Section one D means that the duplication will happen one way we can activate this preview button to see how the final result will be. If we later click the OK button, you can turn on the display s books, but in here. This is useful in the scenario where you have a very complex object and you don't want to burden on the GPO too much. The Khan value here determines the number off duplicates now. If he said this to to the array, we can set the corn value for the second dimension. Toe five, for example, then said the way offset value toe 15. Now we have something like this. So this direction is the first dimension, and this direction is the second dimension, and you probably already guess it. If he said the rate to three D and change the convert you to three, then set. Does he offset value to three. Also, for example, we get something like these. If you are happy with the review to really applied, you're a tool you need to click the OK button here. From this example, you can see how powerful the array to is for quickly filling up spaces with duplicate objects. There are still many or a variations that you can create with your a tool, but I believe with this basic example, you be able to explore the tool yourself every time you create a duplicate into their smacks, regardless off the methods, you are always prompted to just between copy instance and reference. For example, if I direct this object were holding Schiff, you'll see the option again. So what is exactly the difference between them? Well, first copy means that the duplicate result will be independent off the original object. Notice how I tweak the object parameters here. The changes only happened to the selected object. Now, if I duplicate this object again but used the instance option. These two objects share the same geometry data with one another. Or, in other words, we can say that they are actually the same object but displayed twice by two DS max. So if I select one off them and change the parameters in the modified panel, notice the changes also happen on the other instance. Off the object now instance, ING is a very important technique because it can help us to save memory when we are working with the massive amount off objects in the scene. For example, if you need to create before a scene with thousands off trees or perhaps a city scene with hundreds off buildings and cars, because although instance created objects have their own transformation values. Three. DS max stored the geometry in single memory space at a glance. You can tell that an object is an instant off other objects by looking at the ball texts on their modifier. Steak name Notice. This one is not born because it is independent. You can also spot that there is a special button here that becomes active. This is the MK unique button. If you want to make an instant object, become independent or unique, then you can click this button for that, or you can also right click here and then just make unique. Okay, so now what about reference? Well, the reference option is used to create an instant object, but only to a certain level in the modifier steak. After that, parents take the object is pretty much independent. Let's see a real example off this reference option. Let's create a new teapot, then apply a bend modifier on it. Increase the angle value so we can see the bending effect on the object. Then hold Schiff and movies here to duplicated for the corn option. Remember to choose reference. Okay, now, notice. When I changed the been angle value again on any off this objects, they both still share the value. But if we select the clone reference object, you can see there is a separator here at the modifier steak. Every money fire you put on top off this separator will be independent and off like only this object and everybody fire that exists below this separator will be shared. So if I add a mile modifier and increase the melt among value to make the object melt, only this one is melting. This one it's not, but noticed If I direct the melt modifier down across the separator now the milk modifier is being shared also with this subject. And so if it's like this object, you can see and controlled the male parameters in here also. So that is the difference within copy instance and reference when cloning objects 14. Managing objects: in this lesson video. We're going to discuss suffer matters off managing objects inside today's Macs. When your sin starts to get crowded with a lot of objects, you will soon realized that you need ways to manage the objects so you can work effectively . Goods in management can lead to faster development time and better collaboration with your team. There are many methods that we can use to manage objects, and we're going to discuss some off them in this video, probably the most important, but after neglected, seen management practice is the naming convention. Every time you create an object, you should always name them appropriately. In the modify panel. You can see the name off the object here, and this is also where you can change it. For example, naming all off the three objects in the scene with three as the prefix can help lot when later you need to select all off the three objects in the scene for naming your objects. There is no specific rule you need to follow. You can use any naming conventions as you see fit based on your need and or your workflow. Just make sure it is consistent so that you and your team can understand them now and later . If you already have a good naming convention, you can easily strike objects by their names using the search by name. Feature in Tree DS Max Toe Access. This feature. You can open the edit menu select by and their name, or you can always use H for short cut. This will open up a special seen explorer window in which you can immediately type in the words that you want to search. Notice the tax cursor already at the search input field up here when it's window for so bunt, for example, if I type in three, you consider it immediately. The object least gets filtered so that it only shows the objects that have three. As the first war in their names, click the OK button, and now they are selected. Now what if the names off your objects have two or more words, and what you are targeting is not enforce order. Let's say you have objects with naming convention like blue car, green car, red car, etcetera. How can we select them? You see the select by name feature, then well, we can use the well card, which is an asterisk symbol. This asterisk symbol represents any words in the search term, So when we type asterisk car, it means any words followed by the word Carter. We can see the objects are filtered accordingly, so we can select them all by pressing the okay button here. Sometimes we need to hide or on high to the objects so we can see certain areas in our seen much better to hide an object. First you need to select it. Then go to the display command panel and click this height selected button. You can hide multiple objects at once if you want to One height objects that are currently hidden you can either click the unhittable button here toe on height. Everything, or you can also use the UN height by name, button to select and un hide certain objects by their names. Besides the display command panel, you can also access the height and height features through the court menu by right clicking with your mouse button notice. We have some options here, although not as complete as the display command panel, another useful technique that almost identical to the height unhurt. Feature is the isolation mode. I used this technique a lot in my works. So what is isolation? More exactly. Basically, when we activate the isolation mode, everything will be hidden except the objects that are currently selected. When we exit the isolation mode, everything will be back to where it waas, including the view port angle. So, for example, I can select this object, then, to activate the isolation mode. There are actually many ways to do this. First, you can go to the tools menu, then isolate selection. Or you can also use the out que keyboard shortcut. Or you can click this small button don't here and for the less method, you can access it via the court menu by right clicking. You can see the isolate selection command here. If you do any off these methods, you will be in the isolation mode. We can tell that we are indeed in the isolation mode because all other objects are hidden. Also, by looking at this button, the button is currently active To exit the isolation mode, you can click this button again or use the court menu by right clicking and interest, and I saw it now we can see that the other objects are all back and view Angle is also back to the previous state. 15. Scene explorer: in this lesson video. We're going to cover the basics off using the scene Explorer toe Open the Scene Explorer. You can either click this button here, or you can also go to the Tools menu and into seen Explorer. Here you can have the scene Explorer floating like these, or if you want to dock it to the left. You can do that by dragging this area to the left or simply right click in this area and into stock, then left. It's really up to you. There are many things that you can do with the scene explorer. For example, you can select objects quickly by clicking on the objects name. In this list, you can also hide an unhurried objects by taking this I symbols and many other features that you can use to manage the objects in your sin. Let's cover the essentials first. The first thing that you need to know about the scene Explorer is that it is very customizable. You can tweet. Do you elements in a scene explorer to really suit your needs? Don't. Here you can find the presets off, do you? I lay out. We can see Container Explorer Mass effect Explorer. And there is even a very specific explorer Taylor for two DS max. Users get used data from rev it. Let's use the default for now. So we have the same starting point. The second most important thing that you need to pay attention to is this two buttons here , The left one is used when we want to view the objects in the scene s three years. Well, the right one is the hierarchy mode. You can say to you I up here changes. When we switch between these two modes, we'll discuss the difference between these two more in rep later. For now, let's focus on the you are in general and just set this toe the hierarchy motor up here, you can find the menu. The names off the menus are a very obvious. This is where we can access selection commands. This is where we can control how objects are displayed. This is for no editing. And finally, this is where we can customize to you I below it. We can see the search butter or define bar into this max term. We've used this before, actually, in a previous lesson. These are the hierarchy tools which only show up if you have the hierarchy mode active. Don't Here The left side is the object type display filter area. Here you can specify what types off objects you want to show or hide. For example, turning off the geometry type here will hide all off the objects from the lease because currently all I have in a scene our treaty geometrical objects. If you have some light objects, for example, turning off this light option will hide all off the light objects from the lease. I'm pretty sure you get the idea next we know this one and this one already Now the less one is interesting. This is the selection said, which is also a feature that you can use into the air smacks to manage the objects in the scene. We'll discuss more about this later in the future lesson. Now all of this you elements can be shown or hidden by going to the customize menu, then toolbar, for example. If I click this fine option, the search bar is now gone. If I just this display option here now, the object type display filter is gone to bring them back we can simply click the options again. Okay, now let's focus on this option here called Littlefinger Column. If you click it, it will open up a floating window. This is what actually makes the scene Explorer very powerful and customizable. You can put any off this data columns to the object least, for example, you can wreck the scholar and then find a spot you want to use, then release the mouse. Now we have a column for the object color. By default, you can change an objects color by selecting it first. Then go to the modify panel and click this color box here. But now, since it is available Innocent Explorer, you can access it much faster. Of course, this is just an example off what you can do with the columns in the scene Explorer. Now, if you change your mind and want to remove the color column, simply direct the column. Header out off the scene Explorer window like these, and now it is gone. You can see the color column option is snow back in a column floating window. The hierarchy mode is where we can see and edit objects in terms off their parents shall relationship if you're doing character animation or reading. In general, this mode is probably the one that you after need toe open. But if you are doing architectural visualisation or game environment type off project, you probably don't need to use hierarchy that much and prefer to use the layer mode more afternoon. Okay, so what is exactly a parent child relationship in its hierarchy mode? To make things simple, if you make an object, a child off another object, any transformation that happens on a parent object will affect the child object. Let's see an example off this toe parent, an object to another object. You can use this link button here and then click direct the object. He wanted to become the child and release the mouse on the object. You wanted to be the parent. Now, as you can see, the blue car object is indented and located below the green car. We can collapse and expand the hierarchy using this carrot button. No, no, no. If I move, routed or even scale the green car object, the blue one follows. Another way to parent on object is to just direct the objects price inside the scene Explorer, for example, I can direct the green car object and then release it on top off the red car object. Now the red car is the parent off the green car, and it is the grand parent off the blue car. If you have multiple levels off torrential relationships like this, any transformation that happens to an object will affect all off its descendants. So if I wrote it the red car, for example, not only the green one moves but also the blue one. This feature is very useful in character animation. For example, if you wrote it on upper arm you wonder forearm the hen in all the way to the fingers toe follow another way to parent objects is by using the tools provided here. For example, if you want to parent a blue car to the ground object instead off the green car, you can click the blucher object. Then click this button, Then click the grown object. Now the blucher is the child off the ground object. Let me undo this next ISS. This button this is used for selecting all of the descendants often object. So if I select the red car and then click this button. All of these three objects get selected. The last thing I want to discuss is how toe on parent an object. To do that, select the object you want, Owen parent. Then click this handling button located in the main tow bar. Or you can also just direct the object toe on empty area in the scene, Explorer like soul. 16. Layer management: in this lesson video. We will continue our discussion on a scene Explorer. Previously, we cover the hierarchy mode. Now we'll focus on the layer mode if you want to open the scene Explorer and activate the layer more immediately. Instead of clicking this button, you can click this button or you can go to the Tools menu and into Layer Explorer. Here you can see we have foreseen Explorer like before, but the Layer Explorer preset here and the layer more here are active. For those off. You already understand two D graphics software, Like for a shop or gimp or creator. You might be thinking that the layers into their smacks are similar to the layers in for a shop. Well, they are not in two D graphics software. The ordering off the layers is very important, as it will define how the image composition looks at the end into their smacks. The layer is just a way off grouping objects so we can organize them better. For example, we can put all off the three objects in one layer called tree. We put all off the car objects in a layer called Khar etcetera. Later, if we want to hide all off the trees, for example, it will be very easy. Just hide the three layer and everything in a three layer, which are three objects, will be hidden to create a new layer. You can simply click this button up here. Then you can rename it to any name you want. Now, when creating a new layer, you need to make sure that you don't have any layer selected before. Just click on an empty space like this before you click the create new layer button. The reason for this it's because if you do have a layer selected like this, for example, clicking the new layer button will create a new layer nested inside that selected layer. So yes, layers can be nested or placed inside another layer. They can even go multiple levels deep, just like the folder structure in our hard drive. Now, if you don't want this nest that structure, you want to move this layer to the top lever. Simply click director layer toe on empty space in a scene Explorer like this. This will move that layer to the root or the top level, or you can select the layer by clicking on it, then right, weak and in just Unless here, on the other hand, if you do want to move layer inside, not layer, you can just drag it and then release it on top off the layer you want to make as the parent layer. Okay, one off The most important concepts in layer management introduce Max is the active player . So what is the active player exactly? Now the term active layer is different from the selector or highlight that layer we knew click a layer like this. This does not make the layer active. This simply selects or highlights the layer to make a layer. As the active player you need to click on this, I can hear you can see there can only be one active player. This active player is very important because whenever we create a new object into their smacks, it will be automatically placed inside the active flair. So, for example, if I create a new teapot like so, notice how the new teapot automatically become a member off this layer. Next, let's discuss about the leading layers to the little layer. You can highlight the layer first by clicking on it, then right click and then just delete here, but there are treating is that you need to know about the leading layers. First, introduce Max. You can only delete empty lay your stay. You cannot delete layers that already contain objects inside them. If you really want to delete a known empty layer, then you need to move the objects out first from red layer to make it empty. Only then you will be able to dilated. The second thing that you need to know about the leading layer is that you can never delete the zero default layer as this is the base layer in three DS max. Third, you cannot delete the active layer. So if you do want to delete a layer that is active, you need to deactivate it first by making another layer as the active player. Only then you can delete that layer. Now let's discuss a simple example off how we can manage objects with layers. Let's say we want to create the layer called tree for the three objects, then a layer called Khar for the car objects and finally, a layer called terrain for a grown object. Click on the empty area to make sure that none off the layers are selected. Click this button and rename the new layer toe. Three. Click here again to de select the layer and create a new layer and rename it tow car. Finally, create another layer a name it train. If somehow you mistyped the name, you can rename the layer by for selecting it, then right click on it and then just rename here. Or you can also highlight the layer. Wait for a second and then click again to move objects from one layer to another layer. It's actually very simple, just like the objects and then click drag and then release them on top off the target layer . For example, we can click here to select the 1st 3 object called Schiff and then click here on the last three object. So now we have all of these three objects selected, Then this click and wreck like so and released them on top off the tree layer. We can do this also with the car objects, select them all and just direct them, like so to the Carl a year and finally the ground object. Just drag this to the train layer. Okay. Now, if he already manage our scene with layers like this, there are a lot of things that you can do with them. You can quickly hide and un height the layer, including every object inside it. By tricking the eye I can hear in the layer level. Second, you can also freeze them all at once. Now, I know we haven't discussed about freezing objects yet, but it is quite simple, actually, freezing is just a term into the S Max. For objects that cannot be changed, you cannot even select them in the view port. It is a way off protecting objects from any accidental editing. Now, normally, you can freeze an object by for selecting it in the view port. Then go to the display command panel and just free selected here. Or you can write leak an interest free selection here. But by using the scene Explorer, you can freeze objects more quickly either one by one by clicking the icons in the first column or because we have all off them in a layer. We can just first them all at once. But leaking this Aiken at the layer level you can see that frozen objects are colored in gray. Interview poor. At this stage, you cannot select or edit um, one forest um, back. Simply click the icon again. You can combine the layer management features with the custom color method that we discussed in a previous lesson. To really customize the control on the slayers based on your own needs. 17. Selection set and Group: in this lesson video, we will discuss the selection set, an object grouping selection said, and grouping are two other methods that you can use inside Radius Max. Two men each objects. Let's see each off this methods one by one force. Let's discuss the selection Set selection said Esther. Name implies it's a way to make Tweedy S Max. Remember our objects selections. Basically, you select a bunch off objects, then you create a selection set out off them. Whenever you need to select those objects again in the future, you can just call the selection set again to access the selection set feature. You can do that through this button here, and this pulled on lease here. If you click, this button window will show up. Here we can manage the selection sets. For example, let's create a selection set for the trees. Select all of the three objects, then click this plus button here and nameless toe trees. Notice if I click this correct button, we can see that all off the trees are already inside, this selection said. If you want to delete a selection, said you can click this X button here now, you might be wondering. So what is the difference between the selection set and layer, then? Well, first, the selection said, works more like taking instead off folder structure. What I mean by that you can have one object, Toby, a member off multiple different selection sets. Also, the selection said, cannot be nested to give you an example. If I dislike everything and create an empty selection, said Green, aimless toe trees, right, then create another empty selection, said a name, this one toe crease left notice. I cannot direct the selection, said Toby. Inside another selection set. So again you cannot put a selection set inside, another selection said. Now I want to make the streets on the right side. Toby, the members off the trees, right? Selection said. To do that, we need to select them first and then Well, the selection said, is highlighted. Click this plus button here. We can notice also for the left trees. So, like all off them, click the selection set you want to use, then hit the plus button here. Notice how this 304 for example, exists both in a trice selection set and in the three Streit's selection said so again, one object can be a member off multiple selection sets. If you want to take out an object from a selection said, then you can click this minus button. The second difference between the selection set and the layer is that we cannot hide or freeze objects directly within the selections. That window, the selection said, only serves as a way to select objects, not controlling their recently properties. However, after you have them selected, you can hide show for a frizzed um, s U ish. Now, after you have the objects organized in selection sets, you can select them by using this button. For example, I can select the trees set and then click this button. We can see all of the three objects are selected. I can select the trees right and then click this button again. Now only the right side trees are selected. The faster way to select using the selection said it's not through this window, but through this pulled on lease here we can select the trees left, for example, or the threes selection said again, etcetera. So there is how you can use the selection set feature in three DS max the next method off managing objects inside today's Macs is through grouping. So what is exactly grouping into DS max? Essentially grouping lets you combine two or more objects into one, as if it is a single object we can name. The group we can move brought it and Skelly much like any other object in three DS max grouping can reduce the complexity often entity that has multi part objects, so they are easier to control. For example, if you have a table with the tabletop and each off the legs as different objects, you can just group them into one. So it is easier to select the whole table and to move the table around were needed. Let's just see an example off this grouping feature in action, for example, let's say we want to group these three cars together. First you need to select them, then go to the group menu, then just group here. We can then name this group object tow cars, for example. Now, if it's like this car, the whole cars group will get selected. If we activate the move tool, we can move the group together. We can do this also for location and also for scaling. If you open the scene Explorer, you can see that a group object has a unique Aiken. And it also has a carrot button that we can use to expand and collapse to see the objects inside it. But you cannot access the group member directly who violas in explorer like these. If you do want to access a group member, you need toe open the group first. To do that first, make sure the group object is selected. Then go to the group menu. Don't use open here now we can select the individual car object. We can do whatever we need to do with each off this objects such a smoove routed skill, etcetera. You can also access its perimeters in the modifier stack if you need to. Now we're in the open state like this. You will see this bonding brackets. If you click on it, you are actually selecting the group object. So if you move it for example, you move all off these three objects along with it. If you are done making the changes, then you should close the group object again by going to the group menu. Then choose clothes here. Now we cannot access the group members again. If you want Owen Group a group object, simply select the group object and then go to the group menu and choose on group here. So those are the basics off object grouping intra DS max. But after grouping still has a lot more features to offer. Let's just discuss each off them. Real quick groups can be nested, so essentially you can create a group inside another group, which is inside another group, etcetera. For example, while I have Rikers Group selected, I can select these trees also, then go to the group menu and create another group. Let's just name this one. My group you can see in a scene exporter. We have the curse group inside the my group group. If you have multiple nested groups like this and you want to access the blue car, for example, opening a group inside another group can be tedious. You have to do the open group command twice for this kind off scenario. We can use this command instead in the group menu called Open recursive Flee. This will open each off the groups inside multiple nested groups at once, so you can know. Select each off the objects individually. If you need toe on group multiple level groups like this, it will be tedious also to use the UN group command for re scenario. It is better to use this explode command here this well and group all off the groups at once. Inside the multiple level Nestor groups, the less grouping features we need to discuss are attaching and detaching. Let's say I select these three cars again and create a group named cars just like before. And then I decided to take out dread car from this group to do that first, we need to open the group so we can select the red car object, then go back to the group menu and then just detach here. Now if I close the group as you can see the red car, it's not part off the group anymore. We can move it independently from the group object. If you want to put the red car back to the cars group, then you can use the Attach Command to do that force, select the red car object, then go to the group menu. Just attach here then click on any off the cars group members. Now the red car is part off the cars group again. 18. Primitive vs Editable objects: in this lesson video. We are going to discuss the difference between the primitive versus irritable objects we knew. First create an object into DS Max. You actually create a primitive object. The term primitives, Intria smacks, are objects that still contain the original parameters off how they were created inside the modified panel. For example, if I create a sphere like so then well, this fear object is selected in the modify panel. We can still see the sphere parameters. We can change the radius, the segments, the hemisphere value and the other stuffs don't. Here again, this is called the primitive object. So now what is an irritable object, then? Irritable objects are objects that already lost all off the perimeters when it was created . But in return, we can access its subjects and use many different modeling features that are not available before in a primitive mode. Basically, if you need to model a custom object beyond just simple geometry, then you need inevitable object. Okay, so how can we convert a primitive object toe on irritable object then? Well, it is very easy. Simply right click and in the court menu you will find this convert toe options. We can't just between these creditable objects mash, polly pitch and nerves, a quick explanation off these different types off irritable objects, Mesh and Polly are almost similar. Polly is basically the advanced version Off MASH introduce Max. Domain difference between MASH and Polly is the ability to handle and gone, and gone is a multi sided for explain. MASH only supports triangle faces, while Polly supports and gun faces are also known as polygons. In the old days, you could only use Smash, but since Polly was introduced, people stop using much anymore. The reason why must still exists into their smacks is for compatibility reasons. This is so true. DS Max is still ableto open or import all treaty models. Now you need to understand that the smash and poorly terms are just a way off. Three DS max calling the different under laying technologies behind them in other three D software, the term MASH actually refers to the poly type object. Okay, in conclusion, if you want to create an inevitable object, then you shall choose the irritable Polly type object. Now what about Patch and loves here? Well, they are both surface based modeling Let's discuss which first, unlike Mash or Polly Patch offers, the ability to have cuffed lines between verjus is the way you control the surface. Curvature is through the use off busy handles, much like the handles you see in two D vector graphics, such as Adobe Illustrator or Escape Etcetera. When Patch was first introduced, many three D artists US used it to model complex shapes. But soon they realized that approach object can quickly become overly complicated. And so the siege industry abandoned the patch technology, just like they abandoned the much technology. Nowadays, almost nobody uses special anymore. Next isn herbs. Nerves stands for non uniformed relational. Be spine, just like patch nerves also offers the ability to have kerf lines or curved surfaces between vortices. But unlike patch nerves does not use busy handles to control the curvature. It uses fewer control points, so it is easier to work with until to date. Nerves is used extensively in the product design and manufacturing industry, but sadly, not so much in the media and entertainment industry. This is because nerves requires more work, and it's technically more complicated compared to the next smooth surface technology, which is norms or also known as subdivision surface. So again, rarely you will find through the artist CeCe you speech or nerves introduce max. No days. This is because the siege industrious, moving towards using irritable Polly along with terms for three D modeling, will discuss norms later in the future. Lesson. For now, let's focus on the basics off irritable police off objects. Let's create a teapot object. If we go to the modified panel, we can see all of the teapot parameters are still available, so this teapot is still a primitive object. Now, to change this into a ned, it'll object. We need to convert it by right clicking, then convert toe dentals Creditable Polly here, notice in a modified panel once converted into an editor, Bill Polly object. We cannot access the old teapot perimeters anymore, but we can access the sub objects, which are the Vertex or over to seize ages, borders, polygons and elements. And we also have all off these tools that we can use for three D modeling. We'll cover more in depth about this difference up objects in later lessons and also all off the study modelling tools. For now, let's focus on House of Object mode works and how you can transform subjects. Let me duplicate this teapot for now. So now we have to irritable Polly objects. Now, if I select this teapot and then click on any off these icons here, for example, the Vertex Aiken, we are now in a Vertex sub object mode off this teapot, while in this mode you can always like Vertex or overdoses off the subject, you cannot select or change other objects outside off this object. If you need to see the ages, you can press F four or click here and just each faces we can select. This vortex, for example, could control and then select more overt assists. After we have some verte see selected, we can use any off the transformation tools such a smoove, rotate or skill to edit the selected the Verte sees. After we are done, we can go back to the object mode Porto the top level mode by clicking on this vertex Aiken again. Now we can select objects just like before, so in conclusion when you were in a sub object mode, you cannot select objects outside the currently selected object. You can always like the sub objects off the object to be able to select objects like you normally do, Then you need to exit from the sub object mode now to go in and out off the subject mode. You can actually do this in several ways. Force is by using these icons as we discussed earlier. Second is by pressing this carrot button here notice we can select the sub object from this list. If, for example, we click the H item here we are no any h sub object mode to go back to the top level mode, we can either click this h lease again for click the irritable politics up here. Okay, The next method is through the court Main union. If we have a negligible object selected if we write leak, we can see in the top left menu. We have all of the subject names in a top level option. If we click on a polygon option, for example, we are no in the polygon sub object mode To go back to the top level mode, you can right click again and then to stop level here. The less method off accessing the subject mode is. Avoid the keyboard shortcuts to access the sub object modes. You can use the number case 1234 and five. These are the number case on the left side above the Q and W letter keys, not the number keys on the number head one is for overtakes mode to is for each mode. Three is for border mode and so on. So, for example, if you want to activate the element mode, you can press five. Now you are in the elements of object mode. If you need to go back to the top level mode, you can press the same key again, which is five. No, you are back in a top level modem. So those are the methods that you can use to access the sub object modes and a top level mode back and forth again. Remember, you can only do this if you already have inevitable Polly object. You cannot use this method on primitive objects. Finally, just to give you an idea off what irritable Polly can do to your object, I'm going to turn this teapot into something else. Let's say I want to add a mouth here so that I can go to the Vertex subject mode. I'm selecting these over theses and then moved, um, like soul. Next, I want to add to eye sockets, tore the steeple, select these overdoses and moving them up like soul. Then select this party guns and then move them back a bit. And Leslie, I can go to the elements of object mode. This is so I can select the whole spot part easily, Then rotate this spot and reposition it so it looks more like a nose or a trunk. So as you can see any simple example but inverting toe inevitable object, you have more freedom toe. Customize your treaty model, and this is just the beginning. We will cover more and more to the modeling features inside the irritable Polly object gradually. 19. Editable poly basic operations: in this lesson video. We're going to cover the basics off polygon based operations. We've discussed how to activate the subject modes in a previous lesson, but we haven't discussed in depth what each off the self objects do. So essentially, the term sub objects are the components that make up an object. If you remember mathematics lessons back in elementary school, a cube, for example, can be broken down into its components. They are points, the lines connecting those points, and when the lines create a close loop there will form a plane now into DS Max. The irritable Polly object provides similar objects. Components We have points, lines and planes. Also overtax here is actually point in three D computer graphics We call point. As Vertex. They are basically the same. Vertex is the singular form in plural form. Or in other words, if we have two or more, we call them over Texas. If you have the vertex of object mode active, you can always like Vertex or overdoses off that object. Next, we have lines in through the computer graphics we call lines that connect vert assists as ages. If you have the age subject, more active. You can only select the ages off that object you cannot select. Vote assist in this more directly. Next, we have planes also, but in three D computer graphics we call planes as either faces or polygons into DS max. The faces are used for planes that have three sites on Lee. Basically, they are triangles in three D space, and the term polygons are used for planes component that has four or more sites in other treaty suffer, though the terms, face and polygon are usually used for any type off plane element, regardless off their sides amount. And again, if you have a polygon stop object more active, you can only select polygons off the selected object. You cannot select vert, Asus or ages in this more directly now. Besides these three modes, two DS Max also offers to other UNIX up object modes. They are the border mode in the element mode. First is the border mode. Essentially, border is an age selection mode. The reason why it is differentiated is to make our life easier. With the border more active, we can easily select the ages that exists on the border area. For example, the ages around the steep. What lead here? If you click on any off the ages at the border the whole ages at that border, get selected. You can imagine if you need to select each off this ages manually one by one, that will be just too time consuming. Next is the element mode. The element more is basically the polygon mode, but it will help us to select polygons that are part off a connected structure. What I mean by them inside a single treaty object. It is possible to have multiple lose structures in this teapot object, for example, the body, the lead, the handle and the spout are actually not connected. There are no overt Asus or ages that connect them. So if we are in the element mode and we click the body part, for example, only the polygons at the body gets selected notice. If we use the move toe by pressing W and then moved about the element like these, we can see that they are loose structures. So again we can use this element mood to quickly select multiple polygons that are part off on independent loose structure inside a single object. So those are the differences between each off this up object modes. Now being aware off which subject is currently active is a very important in the modelling process. Why? Well, besides, it dictates which type off subject you can Celek. It also dictates which modelling tools are active. You see, if you are in a polygon mode, for example, you can access this modeling commands like extra bevel and inset etcetera. But if we activate the element mode, we don't see those extra bevel and insect commands like before. So if you want to perform a certain modeling command into the air smacks, you need to know force in which subject the command exists. This becomes more important due to the fact that in many cases the modeling commands have similar names across difference of object types, although they are different. For example, if we go to the H mood, we also have extruded here. And if we go to the Vertex mood, we also have the extra command here. You need to know that even if they have similar names, they work differently and so produce different results. The extra command in a polygon mode is different from the extra command in the H mode, and it is also different from the extra command in a Vertex Moder. We can see that this section is called Edit Vert Assis. If we are in a polygon mode, the section is now called Edit Polygons. We'll discuss the details leader. For now, you just need to be aware off these differences. The last lesson we are going to cover in this video is attaching and detaching objects. Previously, when we discussed grouping, we have learned how to detach and attach. Now what we're going to discuss. It's a completely different thing. What we are going to discuss now is attaching and detaching polygons to and from an object , not a group. Let me create a new teapot here. Let's say we want to combine these two teapots so they become a single object. To do that, we need at least one off them. Toby Inevitable Polly object. You cannot attach objects if they are all primitive objects. Since we already have this one as inevitable Polly object, we can select it then into edit geometry section. You can see the Apache common here. This edit geometry section is different from the upper section because the commands in this area are general commands that work uniformly across difference of object modes. Toe attach another object. So it becomes part off the subject. We can click this attach button, notice how the button is no active. We are now in the attach mode. And so every time we click on an object, that object will be gone from the sin. But a treaty geometry data will become part off the subject. After you are done, remember to turn off the button again by clicking on it or simply rightly, to exit the attach mode. So that is how your touch objects into the air smacks to detach polygons from an object. You need to select the polygons first. So in order to do this, you need to be at least in a polygon mode or in the element mode, select the polygons. You want to detach, then impressed this literature button here. Unlike attaching objects when detaching you actually create a new object, that is why to the S Max prompts you to give it a name. Let's name this one lead for example. Then click this OK button. Now if we go back to the top level mode. We can select this new object independent from the teapot object. This is the teapot 001 object. And this one is the little object. 20. Sub-object basic selection: in this lesson video. We will discuss basic selection methods inside the subject modes for splits discussed selecting all this like all and inverting the selection. Essentially, we can use the same keyboard shortcuts that exists in the object mode. So if you press control a all over, the subjects will get selected to clear all off the selection. We can use control de for a short cut. If you want to invite the selection, you can use control. I, for example, if I select this polygons here to invert the selection, this press control, I now the previously selected polygons are distracted while the rest becomes selected so again, to recap control A to select all and control de to dislike all and Leslie control I to invert the selection just like in a top level mode. In the subject mode, we can also use the control key to add more selection and the R key to reduce the selection . For example, if we are in a polygon modern after selecting this one polygon, we can hold control and select other polygons by clicking on them one by one. Or you can also hold control and direct like so to create a rectangular selection. This will add more to the existing selection. The opposite method is by holding the out key. If we hold out and click on any off the selector polygons, that polygon will be selected. If we hold out en Drake like so go rectangular area, we will reduce the existing selection. Besides the polygon mode, you can also use this method on the other subject modes, such as Vertex Ages and so on. Amusing Polygon for the examples, because it is just easier to see in the video. When we discussed object selection, we already covered these different types off selection radiance Well, in a subject mode, you can also use these selection reagent tools, for example, the circle selection and also the pain selection. I'm sure you get the idea here. You can also combine the control key in the out key with these different selection raging modes. For example, while I have no pain selection raging active, if I hold control input in the selection like this, it will add more selection to the current selection. But if I hold the alky while doing it, it will reduce the selection. Feel free to try each off the selection, raging moods and experiment with them. We're combining them with the control in the all keys by default. When we create region selection into the s mix, all of the subjects inside that region will get selected even though they are not visible directly to us. For example, when we create a selection using the rectangular selection mode like this notice if you turn the object around and say it from the other side, we can see that this polygons gets elected. Also. Sometimes this is not what we want. Sometimes we only need to select the sub objects that are facing our eyes directly and just ignore the part that is not visible. We can do that by turning on this. Ignore, by facing option here, know that this is turned on. If you use any of the selection raging Moz again to create a selection and in turn the object around, we can see that none off the polygons in the back area get selected. So that is what this ignore back facing option does to the selection process. The next election technique we're going to discuss is using the by angle threshold when this option is turned on, we can specify the angle Trey sold that will be used to grow or spread the selection automatically. When we have 45 degrees here, for example, we just a default. Then we select this polygon here at the lower part. Off the lead, we get the selection. Essentially three DS max will select the polygon. We click. Then after that, it takes the neighboring polygons. If a neighboring polygon formed an angle lower than the anger threshold, then the polygon will get selected. After that, the neighbor off that neighbor polygon, will be tested and so on. Essentially lowering this angle threshold will contract the selection results as fewer polygons will fall under the degree threshold. So, for example, if I change these 25 degrees and then click again here, we get less selection than before. So there is how we used the bye angle selection method. We can use this method to quickly select large, flat surfaces. The next method off creating selection inside the sub object mode is shrinking and growing . The selection. We can do that by using this two buttons here, for example, if I select a single polygon here to grow the selection. We can click this button. We can keep clicking on this button multiple times to grow the selection even more so sharing the selection. We can click this button. We can keep clicking this button toe, have fewer polygons selected. 21. Sub-object advanced selection: In this lesson video. We will discuss more advance selection methods inside the edit double police, off object modes. The first election matters we're going to discuss are the ring and the Loop selection. Now these features are mainly used in the age subject mode. When we select an age like this and hit the like button here, notice that all of the ages that are connected serially will get selected also. But if it's like one age like this and then hit during button, the ages that are placed parallel to the age will get selected. Okay, so again, the Loop Command will select the ages this way in a serial pattern. And the Ring Command will select the ages this way in a parallel pattern. Now you might be thinking so why do we need ring and loops direction anyway? Well, they can be used for many different modeling methods, but mainly we use them for the connect and charm for modeling. Commands will discuss all of these in later videos in a polygon mode and in a Vertex Mood Ring and Lopes election do not exist, but we can simulate them using the shift click method to do this. We need to select one polygon and then hope shift and then click on a polygon. Besides the initial polygon. For example, if I select this polygon, then hold shift and then move the mouse on this polygon decided we can see the preview off the loop selection. If I move the mouse. So this polygon. Instead, we get another preview with a different loop direction. Remember, you don't want to move the mouse too far as this only works on the polygons that exists besides the initial polygon. If we click here, for example, than the loop selection will be created in this direction, we can also perform this shift click method to create loops elections in a vertex mood. For example, If I select this vortex here, then hold shift and in hover over this vortex. Besides said, we get the loops direction preview, and if we click on it, the selection will be created. The next up object selection technique we are going to discuss is the selection conversion you see in three DS max, each off the subject modes half their own independence of objects selection, for example, if we are in a Vertex mode, and we select these Frevert Assis. Then we go to the edge more and then select these for ages. And then we go to the polygon soft Object mode and then select these six polygons notice. If we go back to the Vertex mood, we still see the street over Texas director. If we go back to the H mood, we still see this for ages selector. And if we go back to the polygon mode, assuming expect, we still have these six polygons selector. No, the idea is like this. What if you already have a selection in a polygon moder and we want to transfer or convert that selection toe the Vertex or H mode? Well, we can do that. You see in the Control Click Method on the subject. Aiken's Let's say we want to convert this six polygons selection to the Vertex selection. Just hold the control key and then click on overtax subject. I can hear notice The vert assists that are selected are in the area off the six selector polygons we have in a polygon mode. If we go back to the polygon mode, hold control and click on the H subject I can hear we get something like this. All of the selected polygons now converted into age selection. Besides control, we can also use a just shift key or control and shift keys together. Let's see the difference between these methods. If we go back to the Polygon Morgan, then hold shift and then click the H mode Aiken. We can see that only the border off the polygon selection gets converted into the age selection. Okay, now let's go back to the polygon mode again. If we hope, control and shift case together and then click on the H More Aiken, we get something like this, which is basically the opposite. Off the previous election conversion method. We get our selection converted except the border. So again, to recap holding Schiff and clicking on the subject, I can will give you on Lee the border. But if you hold shift and control together, you will get the inner selection. We don't the border. The next selection method we're going to discuss in this video is the selection path method . Let's say we want to create a spiral like selection in its polygon mode. If you try creating the selection by holding the control key and clicking on the polygons one by one. This will be a waste off time. Or maybe you can use the pain selection raging method. But just be aware that our hands are typically not that steady so you might end up with too many Unwanted polygons. Get selected in the process. The easiest way to do this is by using the shift key Hope method. To do that. First, make sure none off the polygons are selected. You can press control the or disk, click on an empty space, then hope shift and then click on this polygon. Do not release the shift key yet. Keep holding it, then click here. Click here and so on until you have the spiral shape that you like. As you can see. With this method, you can create prep type selection quickly. Inside the sub object mode, you can see radio buttons here called review selection. Personally, I would not recommend you to have this option turn done. I always have this option set off. I'll explain later why I prefer to do that. But first, let's discuss the purpose off this feature. If you have this option said so some object notice as I hover the mouse over the object. Three DS max will give us a quick feedback off which polygons will get selected if we eventually click the mouse. The next option is the multi sub object mode. Basically well, this mode is active. You can be in a polygons off object mode, for example, and yet you can select vert assis. An age is also just how you can select the polygons. The idea is great, but in reality, if you need to perform certain modeling features that exists in certain SOF object mode, you still have to active it. That corrects up object mode, so having to select difference of object types becomes pointless. But the biggest problem with these two options is that you cannot use any off the selection operations that use the shift modifier key. For example, if we have this turned off, we can click here and then hope Schiff and make a loop selection. Or, if we clear the selection first called she off and click here, then here and so on. We can make a selection path just like what we have discussed before, but notice the fight on any off these options on, for example, the previews up object mode. We likely here and then hold Schiff and try to create a loop selection. I cannot do that again. Basically none off the shift selection methods work. If you have this option or this option turned on at this, this is the case with three DS max. Version 2020. Did I use currently? Personally, I rather have the chef selection methods work instead of having the selection preview or having the ability to select difference of object types. 22. Normal direction and backface-culling: in this lesson video. We're going to discuss surface normal direction, bake face calling and how to fix three D models that have flipped normal problems. There are many three D content creation software that are aimed for the media and entertainment industry, such as two DS Max Maya blender modo, etcetera. In this software, the treaty models are not solid or in other words, they are basically hollow. They are like paper craft glued together. We can sidious if we create a box object, then converted into an inevitable Polly object and then select the polygon on top of it and just deleted. You can see that the surface off this box doesn't have any thickness. Another example. If we create a plane object this spring, object doesn't have any thickness. Also in three D computer graphics, every polygon has a default direction, called the normal direction. This plane object, for example, has a normal direction facing up towards busy access. If you turn on the ages, we can see that this plane object actually has 16 polygons. Each off them has a normal direction, pointing in the same direction for these books. However, since it has six different sites that are facing different directions. It has six different normal directions. The top polygon, which we already deleted, has the normal direction pointing up towards the positive Z axis just like the plane object . This polygon here has a normal direction, pointing that way towards the negative X axis. Well, this polygon here has the normal direction, pointing that way towards the positive X axis. This polygons normal direction is pointing towards the negative. Why access and so on? You'll get the idea now if you imagine a polygon as a ship off paper which has two sides, we can consider a polygon toe have two sites. Also, the site that is facing the normal direction is called the front face, while the site that is facing the opposite direction is called the back face. So for the plane object, the top area is where we see the front faces, while the bottom area is where the back faces are for the books object. All of the sites that are facing outside are the front pieces, and sites that are facing inward are the back faces. So from this example, you should already realize that in the ideal situation every three D model should only show the front faces and hide the back faces. Or, in other words, viewers should never see the back faces off our three D models. Now you might be asking why. Well, there are many good reasons for these. First of all, if you plan to export your two D models to external applications, such as game engines like Unity or on riel or agudo, for example, this game engines do not render the big faces by default to gain performance. Essentially, the back faces will simply not be visible like they do not exist at all. This technique off, not rendering the bank faces is called back. Face culling. If you want to see the back face, culling effect into the air smacks, you can do this. Avoid the layer properties or, over here, the object properties. Let's just see how we can use the Object properties method for these. Select the object first, for example, the books here, then right click you can see in the court menu. There is an option here called object properties. If you click it, the Object Properties window will open. In this area. You can see the back faced call option. Now all of this display settings are no controlled individually for object basis. If you want all of this to be controlled where the layer properties, you can click this button again. For now, let's just use the by object option. If we have this breakfast co turned on and we click the OK button, we can see the polygons seem to disappear. If you look at the cube from the interior side, having a breakfast call option turned on is an important step before you export your two D models toe game engines. This is so you can check whether you have breakfast problems in your model or not. Let me turn the back for a skull off again. Another way to check your two D models for any breakfast mistakes is through the use off the View port x of you. To do that, you can click this plus button at the top left off the View port dangerous ex of you here and then turn on the face orientation option here. Notice if I select the walks object. Two. DS Max will display a bright green color on the back faces this way you can spot back faces without having to turn on the back fiscal option inside the object properties, but something you need to be aware, though this ex view method does not work on primitive objects. So if it's like this spring object, which is currently still a primitive object, two DS max will just display an error message telling us that the object is not supported. We can see the bottom area. It's not colored in bright green. This is actually not a big deal, since objects that have flipped normal problems are all irritable objects. You won't find primitive objects with the problem, but just to prove it. If we convert this plane, object into inevitable Polly object now the error message is gone. And if he wrote it the View port, we can see a bright green color on the bottom side. Now, if we do find polygons that are facing the wrong way or, in other words, have flipped normal problems, how can we fix them then? Well, we can fix them by flipping them toe the correct side. Just, for example, let's create a teapot converted into inevitable Polly object. If we go to the polygon mode and then select suffer a polygons like so toe free police polygons. Normal direction. We can click this free button here. Now this polygons are facing the wrong way. What we see on the outside are actually the back faces. From this example, you can see another big reason why you don't want to expose the back faces. It is because back faces can create. We're rendering errors. If you render a scene and you see with dark blotches or shadow artifacts on the vending result, you might want to check for flip normal problems in your models. Okay, so one way to fix Frith normal problems is to select the polygons and then click this flip button. Now flipping one or two polygons can be done quickly. But what if our to the models consists off hundreds off Brendan polygons that have flipped normal? Usually this happens when you import to the models from other applications, such as from sketch up. For example. You can fix this problem using a modifier called normal, but honestly, this is what I don't like about three DS max. You see, the normal modifier is a legacy modifier that has not been updated for years, perhaps a decade or so. It is funny that the modifier only works on irritable much objects. It does not work on irritable Polly objects. So yeah, you need to convert the object for us in tow. Inevitable mash, then apply the normal modifier. You will see two options here unify normals and flip normals. Using the flip option will only flip the existing normal directions. Durio magic happens when you turn on to unify option here. With this option, the normal directions will be generalized. And so we can either make call off them. Facing outside, we'll make all off them facing inside. After you are done, you can confer the object back toe inevitable, Polly by simply right click convert toe and just irritable Polly. So now we can continue using the irritable Polly features again. 23. Edge modeling techniques: in this lesson video. We're going to discuss some off the irritable Polly modeling features inside the age subject. Mordor. The first technique we're going to discuss is Connect. Remember, Currently we are discussing the modeling features inside the H mode, so make sure that you have unedited ball Polly object and you also have the H mode currently active in modify panel In the eighties Ages section you will find the Connect command here. Disconnect command is used to create New Age is at the center off the selected ages. For example, if I select this age, let me turn on the ignore back facing option here first just to be safe and then hold control and then click on more ages to select them like so you can see I am creating on our ship. Bring selection here. After we have the selection, we can click the connect button here. Yes, you can see new ages are created at the centers off the ages that we select a previously let me undo this. Another method off accessing the Connect command is a wire, the court menu. So after you have selected the ages, you can write leak and then click this Connect command here. Okay. Now introduce Max. Almost all commands provides the setting smooth You need walks us this mode. If you were more control over the modeling command, let's say, for example, you want to have two or three ages created when performing the connect operation. Let me undo this again. To access the setting mode, you can either click this small button on the right side off the connect button. Or, if you prefer the court menu after you, right click. You can click this button on the left side off the conical man here, as you can see instead off creating the connective ages instantly. Two days Max displaced This floating you I where we can adjust the perimeters off laconic command. Here we can specify the number off H loops. We can type in the value. We can also click on this small up and down arrows, or we can just click and wreck like so on the aero buttons. Let's set this to three, for example. Here we can tweak the pinch value. The bigger the value, the wider the gaps between the H loops and smaller values will make them more closely together. The last one is the slight value, which makes the age loops off center and lean more towards the sites. At the bottom area, you can find three buttons. We can use the expert in here to cancel the whole can. I commend. We can use the okay button at the left side to apply the connector man and close this panel and at the center. The press button here is useful only for the type off commands that can be applied multiple times, which is not the case with the Connect Command. So let's just click the OK button here. Yes, I mentioned earlier. The Connect Command is often used with the ring selection method. For example, if I want to make a new age loop around this part, I can click this H ones and then hit during button here. Or we can also use the shift method to create during selection. We can click this age here, for example, hold shift and then click on this age, and then we can click neck. Now we have three H loops in this part. Notice how the previous custom settings we used before are no use as the default. This is the reason why we have three H loops now as the result. Instead, off one h loop, the next H modeling command we are going to discuss is the create command. Essentially, the create command will create a new age by manually clicking on the verge. Assists to use the create command. First, you need to click the create button here in the area. Juma three section. Or you can also do this from Look what menu here. If you do that, notice how the create button is no active. Basically, we are no any eight creation murder while this more ISS active. If I click on over tax and then click again on a neighboring vertex, a new age will be created. We can keep doing this as long as we are still in the H creation mode. After you are done, don't forget to exit from each creation mode by right clicking. The next modelling technique we're going to discuss is John, For essentially, the charm for command will spice the selector ages. If we toe jumper on corner ages, the corner will become blunt. To use John for first, you need to select the ages. You can charm for a single age, although ideally or in the most common situation, you want to come for a whole H loop. So that's select unnatural by clicking on this age called Schiff and then click here to apply the chan further, you can use the chance for a button here for the chance for a settings button here. Or avoid a court menu by right clicking and interest down for here. For the settings. Button here. If weekly on the charm for button in a modified panel, you can see the button becomes active. Basically, we are now in the chance for Mordor. Well, in this mode, we can move for the mouse on top off the selected ages, then click direct like so we can see how the ages have sliced from one H rope. Tow three edge loops. After you jump for the ages, you need to left click to confirm, or, if you want to cancel, you can right click after you are done. Always remember to exit the chunk for mood by right clicking. There are many options in a chance for setting smolder. We're not going to discuss all off them only the most important ones for now. To see the settings in action, let's like these three ages at the corner and then hit the blue button. Click the chance for a settings button. You can see the champ for offers a lot off perimeters that we can tweak. These are similar to the charm for modifier that we're going to cover a leader. The most important parameters are these four parameters at the top, the metering amount segment and up. First, it's the segment value, which basically controls the number off H loops created by the champ for Command. The metering type here difference the topology on intersection areas. Lizzie Squad. This is Troy, and this is uniform and so on. The amount value determines how wide the champ for area will be, and the depth here determines whether it creates convex or concave or flat surfaces. Now, if you only need to spice the H L a pinto to H loops, then you can use the try option here and said the segment toe only one. This is the minimum number off H loops you can get from the charm for command. Feel free to experiment with the other parameters yourself when working with complex objects. Sometimes we need to optimize the topology by reducing the ages from the object. One way to reduce the ages is by selecting them and then hit the delete button. But the problem with this technique is that the polygons attached to destructive ages will be deleted. Also basically pressingly, it will create hosts in a geometry. If you only want to remove the ages, we don't creating holes on the object. Then you should use the remove command. Instead, you can access it by clicking on this dream off button. Noticed the ages are gone, but the geometry is still intact. There is no hole created in the process. Now, at the glands, the remove command result is perfect. But if we go to the Vertex mode, we can see that there are vert assists left behind at the location where we remove the ages . Ideally, you don't want tohave overdoses that only have to wage is connected to it in your treaty model. To avoid this situation, you can use the control remove method instead to show you what I mean. Let me undo this. So after we have the ages selected instead of clicking the remove button here, first hotel control key and then click this remove button. Now, if we go to the Vertex mode, as you can see, the remove command result is cleaner as there are no over Texas left behind. 24. Cut and Slice techniques: in this lesson video we're going to cover for techniques that we can use to add more ages to our treaty models. These techniques are cut to the sliced plane tool, the quick slice tool and finally, the pain connect toe again as a reminder, you need tohave inevitable. Polly object to be able to use these techniques first is the cattle cut is across up objects tool that can create new agents from the existing vert, Asus, ages and polygons. What cross up objects means is that this toe is available anywhere, whether you are in a Vertex age or other subject moles. It is even a wearable when you are in the object. Mordor. To use the cut toe, simply click this cut button or you can rightly toe open the court menu and click cut. Here we are now inside the cut mode in a cut mode. If we move the most around while hovering on a treaty motto, the cursor changes when we have her on top off overtakes the cursor change to the Vertex cut Moder. When we have our over an age, it will change to this age cut mood, and when we are on top off a polygon, the curse or changed to something like these. So basically it automatically detects anything beneath the mosque or sir, If I click on overtakes, then on this age, notice how it created this line. Now, at this point, we can continue doing the card. For example, I can click again on this age, then on these Vertex, then on this polygon and so on. I can even go beyond sufferers up objects, and it will handle the rest to finish one cup operation. Simply right click. A single cup operation is finished, but we are still in the cut mode, so if we click again, it will start another cup operation. After right clicking toe finished a cup operation to really exit the cut mood you need to write like once again. To be honest, I rarely use the cattle anymore since two DS max introduced a more stable cutting tool called the Pain Connect, which we are going to discuss later in this video. In my experience, the capital can be a bit baggy after it creates double over taxes and cuts on the area that the Children. So if you want to use the stool. Use it with caution and always check for humanitarian integrity. After using it, you can imagine the slice plane tool as a gigantic knife that we can use to slice objects. Basically, it creates New Age is based on the intersection off the object with a large spiritual plane object. Unlike the cut toe, the slice plane tool is not available in the object mode. You need to be in a subject mood to use it, but you can be in any off the subject types. Weatherby, the Polygon H or Vertex indie ated Geometry section. You will see the stress plane button here. If you click on it, you will see this yellow plane in the view port. These two buttons here, below the slice plane button, become active. Now if you are in a slice plane mood like this. Whenever you do a transformation, you are transforming the slice plane instead off the object. So moving, for example, we'll move the slice plane. If we activate the rotation tool, we can wrote it the slice plane, and we can also do scaling, although scaling will not affect anything so distressing. Process. If you want to reset the slice plane transformation. You can click this reset button if you want to have a straight vertical slicing plane after you reset the plane used to rotate. Oh, and let's say you want to rotate it this way, using the Y axis as the rotational access. To do that, just type in 90 in the way rotation input field and you have a vertical plane. You can use this method for different directions that you like after you wrote it, or move the slashing plane as needed to actually slash the object. You need to click this slice button after lead. You can continue to transform the slice plane again and do another slice if needed. When you are done to exit the slice pain mode, you can click on this button again. Sometimes we need to slice only on this part off the object. We can do that by first selecting the polygons that you want to slice. So in order for this to work, you need to be at least in a polygon mode or in the element Mordor, for example. We can activate the element Morgan so, like only the handle part off this teapot object then click the slice plane button again. You can see the slice. Preview only exists in the handle area and up on the body or the spout areas. Now, before we click the sliced button here, I want to explain the less feature off the slice plane and that is displayed. Option here. If this is on and then we click the sliced button. It looks like we've done ordinary slice like before. But notice if it's like this part, were in the element border. This part becomes an independent element. We can move this to another location. We don't affecting this lower part. So there is the function off this spread option here. The matter off slicing is by using the quick slice tool. This method is almost identical to the slice plane method, but the plane itself is always projected based on our viewing direction. Just imagine that we have a very long lightsaber that can slice anything in front of us. Just like the cut tool. The quick slice tool can be accessed from all over the subject modes, and it is also available in a top level mode to use the quick slice tool for click the quick sliced button. Here we are now in a quick slice murder. Then, to slice the object, we need to define two points in space. We can click here, for example, to specify the first cutting point and then click again here to define the second cutting point. Now the object is sliced all the way as it was being cut by a very long sword or lightsaber . Okay, Now dislike the slice plane tool. The quick slice stool can also spread the object. If you have a split option here turned on and you can also limit the slicing process toe a certain area where for selecting the polygons for the elements. Just for example, we have the spirit option here turned on, and we are in the element Mordor. If you select the elite part, then click the quick sliced button. Click here, then here, rightly, to turn off the quick slice. More than now, I noticed that only distracted polygons, which is the lead part, gets sliced and because we have the spirit option turned on, if we select this part, we can move it independently from the other part. The less method that we are going to discuss in his video is the pain Connect All Distel was originally available as 1/3 party plug in called Malibu's. After Autodesk acquires palette Goose, the two now becomes spark off two DS max by default toe access the Pain Connect tool. You need to open the ribbon interface, so click this button, then opened the modeling tab and then open the air itself menu. You can find a pen. Connect all here, dis click on it to activate the pain Connect mode. Well, this is active. We can click direct like this on the object to create connecting ages by default. The pen connect all will cut from age to age. If you need to cut toe overtax, you can do so by holding the control key. For example, I can direct the mouse from here to here now when I want to target overtax. Simply hope the control key and we don't releasing the mouse. Just move it to the Vertex location. You want to target the New Age creator with a snap so that the vertex to exit from the pain connect mode. We can simply right click. OK, it's I mentioned before I usually preferably smothered over the cut method due to its stability 25. Surface smooth shading: in this lesson video. We are going to discuss two methods that we can use to control the surface. Smooth shading off a three D model inside three DS Max Force is by using a smoothing group method, which exists in a polygon sub object mode, and second is by using the age hardness properties. But before we go covering each off this methods, let's discuss the surface shedding in general to make things simple. Let's just see an example of it if you create a sphere like so, this fear looks nice if you need a rubber ball or a bubble in your scene. But what if we want to create a disco mirror ball or, ah, heart age Ruby, for example, If you open the modify panel, you can see an option here called Smooth if you turn it off. Now the sphere looks like a disco ball. This type of surface shading is also known as face. It'd or frank shading. If you recreate this sphere in the real world, I mean exactly, with the same amount off polygonal surface is like this. Well, this is what you will actually get. So the smooth version off the sphere is the fake one, essentially in three D computer graphics. To create smooth surfaces like this, we don't necessarily need to create millions off polygons to achieve it. We just need to tell the renderers to smooth out the shadow that false on that surface when rendering it so. With only a small number off polygons, we can achieve a smooth surface look. But in many cases, we don't want to serve us to look all smooth like this, or look, all visited like this. A lot of times we need some parts off the model Toby smooth in the other parts to look face a toe. Well, this is what the lesson is all about. Let's make this sphere smooth for now and then that's converted into inevitable Polly. The first method off controlling the surface. Smooth shading is by using the smoking groups. The smoothing group is a polygon property so you can find a smoking group parameters in a polygon soft object mode or in the elements of object murder. If you scroll all the way down, you can see a table with numbers that look like a calendar. This is where we control the smoking groups and using it is actually very simple. Just remember this rule polygons that have the same smoking group numbers We look smooth and polygons that have different smoothing group numbers will not look smooth. For example, if I select the single polygon here, this party gun belongs to the smoking group number one. If you select this one, this one also has to smoking Group number one turned on. In fact, if it's like all off the polygons in this fear, they all have number one turned on. This is the reason why the host fears surface looks smooth. It is because all of them have the same smoothing group number. Now if you select all polygons and hit this button, clear all notice Our sphere now looks like the previous fear before when a smooth option turned off. This is due to the fact that none off the polygons iss part off any smoothing groups. Let's turn on the smoothing shading again by assigning number one like before. Now, if you strike a polygon loop like so and then hit number one in the smoothing groups, the number one button becomes inactive. So this number buttons are basically Togo buttons. If we turn on the number two instead, you can see that the polygons in the slope area are smooth, but they are not smooth against the rest. Off the polygons outside the loop area, the only looks moth against each other again. This is because this polygons are assigned to the smoothing group number two, while the rest are assigned so smoking Group number one. Now it is important to know that a single polygon can be a member off multi but smoothing groups. For example, If I select these two polygons, then click on the number one now. These two polygons belonged to smoothing groups number one and number two. Because off this we can see they are no playing nice with everyone. They look smooth against this area and this area and they look smooth also against the slope area. Okay, guys. So there is the smoking group feature Introduce Max. Smarting group is very important, especially if you are working on low polygon objects, usually for exporting them toe game engines. Because with smoking group, you can simulate the look off complex geometry with only a small number off polygons. But the smoothing group is not the only way that you can use to control surface smoothing the next method off controlling surface smoothing is through the age hardness properties. In order to use this feature, you need to be in the H mode. The way this works is even simpler than a smoothing group. Basically, you need to select an age and then you decide whether it will look hard or smooth. For example, let's like this h loop then in here you can see two buttons hard and smooth if you click the heart button. As you can see, the smoking area breaks at this age loop. So that is what this heart buttoned us. Now, if you always like this to ages here and then hit the smooth button, we can see it is to ages becomes smooth. You might be wondering now. So what happens with the polygon smoothing group? Then, when we control the surface shedding with this age hardness method? Well, if we go to the polygon mode and then select one of these two polygons, for example, we can see that behind the scene to the S. Max actually takes care off the polygon smoothing groups for us automatically. Okay, let's go back to the H mood. The less feature that I want to mention is this. Display Heart ages button. This button is useful. If you want to check which ages are set to heart in the view port, you can turn this on or off. You can also choose a different color here if you want to. 26. Capping holes and edge extrusion: in this lesson video we're going to cover to modelling techniques inside the borders of object mode. We're going to discuss the kept command and how to clean up the model afterward. And then second, we're going to discuss how to extrude ages. You see the shift move method. The 1st 1 is the kept command. Basically, we can use it to close holes in our treaty models. For example, if it's like this polygon and impressed the lead to create whole, we can patch this hole. You see, look at command. The kept command only exists in a border model, so make sure you are in border moat. Now you can press number three on the keyboard to access the borders of object more quickly . Then select the border surrounding the hole. You want to close by clicking on any off the ages in the whole area. After that, to close the hole, you can click kept here in a modified panel, or you can also rightly and into sceptic here. Now, if the whole has more than four sides after the cup command, you may need to fix that apology manually. For example, if I select this for polygons here and then hit the lead. We can cross the whole using the same method as we did before. Select the border and into scape. You can see the whole is now closed. If the hole is on a flat surface, you will get a clean result. But because the whole we have here is located on around surface, we still have two problems that need to be fixed for us. We have a non court polygon and second, the surface. Smooth shading is broken. Let's fix the first problem in three D computer graphics. The most ideal polygon is squad, meaning it has for ages surrounded Well, this polygon generated by the kept command It's not quite we have one toe 345678 ages Around this polygon we can also see that widow and a small shading and gone polygons are actually formed by many invisible triangles like these. Okay, toe fix this topology. We can use many different approaches For now, let's just use the cattle, right click and interest cut. Make sure you have her own overtax here and not on the age. Click on it and then move the mouse to this work x location and then click again likely to finish this station. Currently, we are still in a cut mode, so click again here and then here, right click twice to exit the cattle mode. Next, we need to face the depth off the center of vortex. As you can see, it is slightly sunk into the surface. We can fix this by first activating the Vertex Mordor and then used the local to information here instead off the view or the world. Mort's notice in the local mode. If it's like this word X dizzy access is actually pointing towards the normal direction off this vortex. So, yes, the Vertex can also have a normal direction. Just like the polygons overtakes. Normal directions are calculated. Were interpreting the surrounding polygons normal directions we can recklessly handle here to pull out the ver packs so it is roughly aligned with the general curvature off the surface. After you are finished, don't forget to change this back to the view or world reference coding it just to be safe. Next to fix the smart shading, we can go to the polygon sub object mode if we select the sounding polygons we can see they are using smoothing group number two. So let's like this for polygons and said that smoking group toe to also and now we have a smooth surface, just like before. The rest method that we're going to discuss is the H exclusion. We can use this method in the borders of object mode or any H more as long as the ages are located in a border area. Basically, to use this method, you need to select the ages or the border and then hold Schiff and then move it to any direction we like. For example, let's create a whole again at decide, go to the borders of object mode and select this border. Hold Schiff and then move it away in the X axis direction. As we can see, new polygons created automatically from the selected border toe where it moves, we can notice again and again. Now, if you go to the h Mordor and then select this H only hold Schiff and then move. We also get new polygons created. We can move this to the up direction if we want O or to any direction that we like. Okay. Now, if you try to do this method on this age instead. For example, we just an age there is not at the border area holding Schiff and moving this age will not produce anything. So again, H extrusion only works on ages that exists in a border area or, in other words, ages that only have one face attached to it. 27. Bridge: in this lesson video. We're going to discuss the bridge command. Essentially, the bridge command will connect to borders or two holes by creating new geometry between them. So to use the bridge command, you need at least two borders selected first. Now, besides the border Mordor, you can actually use the bridge command in a polygon Mordor and also any H mood toe test the bridge Command. Let's create a new walks like So you can press F four to show the ages in the view port And let's make all off the values off the segments toe for you can click drag here and type four then hit tab type for again press step again and then type for again. Then press enter. Okay, Convert this subject into inevitable Polly object and go inside the elements of object mode Select this whole polygons hold Schiff and indirect is, like so in X axis direction to duplicate them to stoke onto element option Here, remember, to use the bridge command you need tohave. Both structures exist in a single object. You cannot perform the bridge command if each off the surfaces belongs to a different object. For example, we want to bridge this four polygons with these four polygons. So just like this for polygons. And in select this four polygons also, you can perform the bridge command in a polygon mode. So if you click this bridge button here, you will have something like this as a result. So this is one way to do it which just basically using the polygon Stop object Moder! Now if it'll it all off these resulting polygons We have two hosts like this. If we go to the border mode, select the supporter called Control and then click on an age in this border. Now we have toe border Select that if you click bridge we'll get a similar result just like the breach operation in a polygon modem. The only difference is that we are using host now instead off polygons. So this all depends on your model or your modelling process. If you already have holes, then using the bridge command on the borders of object mode is quicker to perform. But if you have polygons, then performing bridge in a polygon sub object mode will be quicker. Let me undo this Now if you need more control over the Bridge command. As with any other commands, Intraday S Max. You can click this bridge settings button. We can move this floating you I to decide so we can see the result preview much better. This segment value can be used to determine the number off Luke cuts in the resulting geometry. If you have a lot of these flu cuts, for example, let's type in 20. Here you can use the next perimeter, which is taper. Essentially, the taper of value will make the Centerbridge geometry Toby thinner or thicker again. You can always see the tape of result. If you have enough segments of value, you cannot use paper if you only have one segment now, when reading the tape of value, you may feel that the value changes too fast. If you want this to change at a slower pace or increase and decrease using smaller values, you can do that by holding the all key while dragging the spinners. Yes, you can see you can create interesting organic structures using this bridge feature. The next value is bias. Basically, it will strike the center off the taper to be closer to one or the other. side so quickly reset this value back to the default, which is zero. You can right click on one off the spinner buttons. The smart value here will order smooth the polygon loops along the bridge geometry based on the angle threshold. Basically, polygons that form angles below the value you specify here will have the same smoking group number. But in a current address Max version that I'm using, there is a bug in its perimeter. Sometimes even with the higher value, it will not produce smooth shading the next two perimeters. Here are the twist parameters. We have two off this because each is used for the different sides. Basically, this will twist the bridge geometry like so you can use positive value or negative value if you want to twist to go in the other direction. Okay, next is the option to introduce the current selection to perform the bridge command or use other borders that exist in the model. Now this option is only needed. If you haven't selected any polygons or borders before you click the bridge button, let me just show you what I mean. Let's click the X button here to cancel press control OD to dislike everything. Then click the bridge settings button again. Notice. Nothing happened as studious. Max has no idea off which borders you want to breach. So hotel which borders we want to use. We need to change this option. Toe you specific borders. If we have this option on, then these two buttons here become enabled. Click here. Don't just this border. Then click here and then just this border. Now we can see the bridge geometry creator. Okay, as I mentioned earlier, besides the border in a polygon murder, you can also perform the bridge command on ages just to proof this. If you select this age here and then hold control and select these h also then click breach . Here we get something like this. We can see that we have flood off segments here as the result. This is because two DS max, we'll try to use the less settings that we used before as the default for a new bridge operations. It is important to know that you can only perform breach on ages if those ages are on the border area. If you second age here, for example, and another one here which basically are not border ages. If you click the bridge button, then nothing will happen. Okay, One last thing that I need to mention is the breach works best. If you have the same amount off ages in the border or in the sector polygon groups, you can have different numbers off ages. I mean, breach will work also like that, but the resulting geometry will not be all quarts. You'll get triangles as the result in some off the areas just to give you an example. If I go to the polygon murder and then select this polygon and inflated and then go back to the border moored select this border and in this border we have toward or selected now, but each with a different number off ages. If we do a bridge command again, we can see that in this area we have some triangles. So this is something you need to be aware off when performing the bridge operation 28. Polygon modeling techniques: in this less and video we're going to discuss suffer all techniques commonly used in polygons up object mode. They are extraordinary insect and lever. The 1st 1 is the extra command. Basically, the extra command will extend the polygons out off the surface or into the surface to see how extra works. First, make sure you are in a polygon moder and instruct this two polygons. Then you can click the extra button here, or you can also use the extra button in the court menu here. Then move the mouse over the selector polygons and just click and drag up or down. If you direct the most upward, the polygons will be extorted out off the surface. And if you direct the most downward, the extruded polygons will sink into the surface, just like with the other modelling tools. Inside today's Macs, the extra tool also has additional settings to access it. You can click this button here, or, if you prefer the court menu, you can whitely and then click the small button in the extra settings floating panel you can, especially for a human off extrusion with more precision positive value, will make it come out off the surface. Well, negative value. Well, naked. Go inside the surface Now. Notice on top off the settings. You I There is an option here for the grouping mode to better explain this option. Let's like this polygon first called Schiff. Then click on this polygon. This will select the whole polygon loop. Okay, now let's open the extra settings. You again notice. If we set this option toe group mode, the whole sector polygons will be extruded together in a single direction to DS. Max will try to find the direction by averaging the selective polygons Normal direction. But as you can see in this case where the selection creates a loop, the group option does not make any sense. The next option is the local normal mode. Essentially in this mode, each off the polygons will move based on his own normal direction. But they are still extruded together s one piece. The last option is the by polygon mode. Basically, this option is almost like the local normal mode, but each polygon will be extruded separately. So this option produces the most amount off polygons. Compared to the other options. The second model in command is incent insect. It's almost like the extra command in terms off human off polygons generator, but instead will not add any high to the process. Instead, it will push the resulting polygons tenor in the same surface plane. Visually, it is like reading a frame to distract the polygons. Toby More clear. Let's just like this polygons here and then right click, then click instead. Here we are now in inset mode. If we click and drag the mouse on top off this polygons, they will string and from a frame like this. So this is insect. Now, if you open the settings panel, you can find him one value and also the grouping methods just like the extra command. But you won't find the local normal option here. As Dean, set command does not produce height like the extra dust. The last one is the bevel command. The bevel command is like the extra, and the insect commenced, combined together in a single operation. To use the level command, you can either click here in a modified panel or right click to open the court menu and then click here after you have the revel, more active to use the rebel command you need to perform toe clicking and dragging processes. The first clicking and dragging well defined the height. This is like the extra process, so drinking up well, extra the polygons out off the surface while dragging down. We make them sink into the surface. After we released the mouse, we are now in a second face off the bevel operation. We can move the mouse up and down to define how much the outline value is. Basically, this is like the insect command, but with the ability to make the resulting paragons grown as well as sharing. If we move for the most up, it will grow, and if we move the most down, it will string after you are satisfied with the outline value. To finish up the bevel operation, you need to left click once. The Devil Command also has settings parameters just like the extra and insect commence. But there is really nothing new to discuss, and I believe you already know how to use them by now. 29. Project Oluce Atollo table lamp: in his project Less and video. We are going to create this table. M called the apology a Tollo table lamp. I hope I pronounce the name correctly. This is how the lamp looks from the side view, and from this image we can see that there is a small poll inside holding the lamp shade. We won't be modeling the upper parts off the pole, as in most cases, they will not be visible anyway now because until now, we haven't discussed how to use the real measurement unit. So for this project, we are just going to rely on our eyeball to approximate the measure. German. The Focus off the project. It's not on precision but more on how to use the modeling tools that we have learned from the previous lessons. And in his project, we're going to learn how to use a modifier called the shell Modifier. Let's start by creating a cylinder click drag to define the radius, then release the mouse and then adjust the height off the cylinder, click to finish and in what break to exit the cylinder creation Moder. Now to move the cylinder, Toby exactly at the centre off the world. We can press W to activate the move mode. This is so we have a recording. It's displayed at the bottom area. Then 20 them all quickly. We can rightly, on the spinners here. Next, let's open the modify panel and just adjust the radius or the height or any other parameters that you see fit. For now, I want to change the sights number to see the ages in the view port, we can press F four. I think I want to change these toe 32. So we have some artery geometry along the side and for the horizontal segments, we can adjust these. You seem to hide segments parameter here. I think four is enough. Next, we need to create a cone shape at the top. For this, we cannot use the primitive cylinder object. Let's convert this into inevitable party object. Let's activate the polygons up object mode by pressing four on the keyboard, then select the top face. Now the best tool for this job is the bevel tool. So right click and then to smell here, click dress up on a selected polygon, then release the mouse and move the mouse down So we have a smaller polygon left click to confirm and then rightly, to exit the bevel mode. Next for the pool, we can use the extra command click dressed up like so, then rightly, to exit the extra modem. Now, if you press therefore to hide the ages, we can see that in his sloping area, the polygons look face. It'd toe fix this. We need to select them first. There are many ways to do this for now. I'm going toe activity, the ignore back facing option and then the by angled threshold. Let's try clicking on a slope area. We can see too many polygons get selected. We need to reduce the anger threshold. Let's try 30 degrees here. Click again and we have the selection results that we need. Let's scroll down all the way down until we see the smoking group parameters for this area , you can use any numbers here as long as it is not used by the neighbouring polygons. Let's try number 24 here. It looks better now, although still a bit visited. This is due to the like off horizontal segments, but let's just assume this is good enough for Now let's fix the smoking group for the pull part. Also, let's use number 28. Now the pool area looks smooth. Next, we want to make this corner part Toby less sharp and also this corner. Don't here for this. Go to the H mode by pressing number two on the keyboard. Press a four again to display the ages. Then select this age Hold Schiff and then this age. So we have a whole H A loop selected next. We need to use the chance for command, work, leak and just the champ for setting smooth. Let's move this to the side for the segment. I think one is enough for the Amman Value. We can try making it smaller now. If the value changes too fast, we can hold the alky while dragging it to make it slower. I think this is enough. Click the OK button here. Next. For the bottom part, we need to charm for the ages. Also, in order to use the Loop Command, you can select the polygon and then inside it first. But I'm going to show you a different approach. You can hold control and click on the age subject I can. Here we can see two DS max converted the face selection toe age selection. Let me repeat this again. So it is clear you cannot use the shift click method in this case or clicking on the like button here loops. Election wouldn't work because the ages here does not form court intersections. Okay, now, another way to access the face to age selection conversion is by using the court menu. So right, click and then just this convert to H Command here. After we have the ages selected open the champ for settings, you again. We can see it still uses the settings we have before, which is exactly what we want. So dis click the OK button here, Leslie. I think I want to insect the bottom part. Just a tiny bit toe. Get the better smoothing effect at the bottom. Let's like the polygon here. Oops, sorry. Let's turn off the angle threshold. First select the polygon again and then inset about the size. Now we are done with the bass part for creating the lamp shade, part force. Let's go back to the top level mode. Open the create panel. The shape shape is basically a prolific hemisphere, So create a sphere object, then rightly to exit from this fear recreation mode, make sure that this fear is at the centre. Also, we need to adjust a few things here. Force the radius off the shed part should be about twice the radius off the base. And we also want to make it a hemisphere in modify panel. You can find this hemisphere perimeter just increased these toe 0.5 for a perfect hemisphere. Although usually with 0.5 value, you will get some double vert ASUs at the bottom area. But we can fix them later. For now. Just move this up to about this position and has changed the radius. Toby, about this ice again. Currently, we are not using any measure. Hman just appear approximation. Next, we need to edit this shade part further. We can rotate the view to see the bottom part. We want to remove this polygons at the bottom. We can only do this if we have the object as an inevitable object. So converted toe inevitable. Polly. Object. Now we won't work on this object exclusively without distraction from other objects. We can do this by going to the isolation mode. And let's hide this great. Also, by pressing g on the keyboard. Okay. Now, to remove the bottom cap, we can press one to go to the Vertex mode, select the center of Vertex, then hit the lead. So we have something like this. Now, this kind off geometry is not good for joy rendering, nor for two D printing, as it doesn't have any volume. To fix this, we can go back to the top level mode and add a shell. Modify error. We can click here on the matter if I release and then quickly type in S H. This will help us to find a shell modifier. Faster. Click on the shell. Modify error. Now, we have some volume on the model, but instead off coming out, we wanted to become ticker inward. So change the outer amount value to zero and an increased dinner amount value, but not too much as the original product is actually a very thin now. Notice don't. Here we get this black areas. These are flip normal problems. This thing happens because we have a double vert assists in the model. If we hide the shell. Modify error and go back to the irritable Polly object and activate the Vertex mode. If it's like this Vertex, for example, and move it up or down, we can see we actually have double vert ASUs here at the bottom area. We can fix this easily using the world operation. But first you need to press control A to select all over it. Assists, then scroll down until you see the world command click on a settings button. The 0.1 number here is the threshold, meaning overdoses that have a distance to each other smaller than this value will get march together. We can see before the operation we have 289 vert assists and if we apply this world operation, we will get 257 vert assists. So definitely there will be some vert assist their get merge. Click the OK button here to apply the world and we can check the vert ASUs again just to make sure And yes, we don't have any double What does this problem now? Okay, now this is very important. Before you go back up to activate the shell modifier, make sure you are in the object or club level Moder. Not in over picks mode. This concept applies to all modifiers. Introduce Max. I need to stress this out because this is a common mistake that happens a lot to beginners . If you have the Vertex mood active like these and you have some virtuous is selected, anybody fires on top. We only be applied to the selector, the vert ASUs which is in our case, not what we want. So again, make sure you are in a top level Moder. Now we can safely go back up to the shell modifier and turn it on again. As we can see, we now have clean geometry without any black shadows and that's it. We're done modeling to exit the isolation mode. You can either open the court menu and click the and isolate command here. Or you can also click this small icon at the bottom. Now we can see the base object again. You can just use the models like these. Perhaps you want to use object grouping toe combined them later, or you can also march them together into a single object using the attached command to do that you can select the base subject, click attach here. And while the attach mode is active, we can click on the shade object to make it part off the base, subject rightly to exit the attach murder. And now we have a single object. 30. Measurement unit: in this lesson video. We are going to learn how to use real my German units inside two DS max Every time we create an object, for example, a box in a modified panel we can see suffer parameters for controlling the size we can see . It has length with in height values, less input, some numbers here just, for example, double click here. Type in 100 pressed ebb, then type in 50. Press step again, then type 30 and impress escape. As you can see, as these values change the boxes, dimension changes also. But what are these values represent? Actually, is it centimeters, or is it inches? Or what? The most important setting when defining moment German unit into DS max is the system units set up to access it. We can open the customize menu you need to set up and then click this button system units set up. You don't need to change all of the settings. Don't hear you're Lainey to pick the unit type that you want to use in the sport on lease. Are you centimeters here? Because the metric system is the default my German system used in my country and also dress off the world. If you live in the US and you are more familiar with the imperial measurement system, then you might want to use Dean just unit here. Just be aware that I'll be using the metric system for the rest off discourse. Okay, Now, even if I stick with the metric system besides centimeters, there are also meters in other metric units here. I have a simple rule for Reese. Essentially, you should just these units based on a scale off the project. For example, if you are working on an interior scene or modeling for richer or small objects, then you should use centimeters. If you are working on a large scale seen such as buildings or on aerial view, then you should use meters instead. After you are done, just click the OK button here and click this OK button also now to DS. Max will consider every union in a scene s centimeters. But as you can see the dimension values offer, these books are still not showing any unit symbols behind them. Well, this is actually not the problem. As to DS, Max will still consider all off these values as centimeters If you really need to see the unit simmers behind these values, then you can go back to the customize menu, then go to the unit set up again. In this window, we can set how to DS Max displaced the measurement unit. I strongly recommend you to use the same display unit as the unit setting we set before in the system unit. So click metric here and into centimeters. If you click the OK button. Now you see the centimeters simmers behind these values again. This is the ideal set up. Although you are using centimeter now two days, Max still understands other unit types, and we'll convert them for you automatically. So, for example, you can type in two than M. Then press, enter or escape. You will get 200 centimeters. As a result, you can even input in imperial units. For example, if you type in 20 then double quotes symbol, which basically means 20 inches. Two DS max converted the value two centimeters automatically, so you don't really need to use an external scientific calculator app just for doing unit conversions. Let's change this back to 100 centimeters. Now you might be wondering What will happen if we set the display unit different from the system unit? If we opened a unit set up window again in change these two meters instead and click OK. As you can see, nothing has changed in terms off the objects dimension. But now the numbers are displayed in meters, not in centimeters. So instead, off 100 centimeters, it displays one meter. We also have 0.5 meters and 0.3 meters here. Basically, the objects dimension never change. Only the values are presented in a different union. But notice if he opened the union set up window again and then go to the system units set up. Then change these two inches. Click OK, then change the display unit. Tow us standard and just decimal inches here click. Okay. As you can see, the books is not 100 by 50 by 30 size but in inches. So from this example, we can conclude that the dimensions off the objects will not change if we only change the display unit. But if we convert the system unit, this will cause fundamental changes in our file because the size off the objects in our sin will actually change. This is a very important concept to remember. Usually you should always set up the system unit first before doing any modeling process in three DS Max, if you have your two DS mix system unit, settle centimeters, for example. And then you open a three DS max file that uses other system units such as meters or interest. Two days. Max, We will show you this pop up window. It will ask you whether you want to re skill the objects or adopt a far system unit. So which off? This options that you should choose then. Well, first, you need to know that none off this options will break the objects dimensions, so you don't need to worry too much. If you select the first option, the system unit will still be in centimetres and all the objects in the file will be automatically converted to the correct size in centimeter units. But if you select the second option, the system unit will be converted two inches. This is like opening the file just like how the other off the file created the fire in the first place. Personally, because I always like to work in the metric system. I always choose the first option if the incoming file is in inches. But if the fire is in meters, I will assume that the scene is large. So in this case I will adopt the file unit and continue working in meters from that point forward. The next question is, what if we already have a C in and we need to import on the specific objects from another file that has a different system unit? Well, you don't need to worry about a thing because two days Max will take care off the conversion for us automatically. The objects will be important in the correct size into the air smacks importing objects from another two days. Makes file is called Merging, not importing so too much objects. You can go to the file menu import and into smart here, select the TDs mixed file you want to use, then click open here. The most window will open, displaying the least off objects contained in that file. Pick the object you want to march, then click OK here. Now the object is important to our scene, and the size of it will be converted automatically without you having to do anything about it, which is nice 31. Project Tamtam stool: in this project Western Video. We're going to create this stool called Hampton 10 20. You can see the products information from the sling, what we are interested to know now. It's not just the overall shape off the product, but also the dimension of it. This is because we're going to model the stool using a real measurement unit. As we can see from this ling, the height off the product is 45 centimeters, and with and also the length of it is 30 centimeters. So to start, let's make sure that we are indeed working in centimeters goto the customize menu. Then you need set up. Click the system units set up button, and yes, we are using centimeters. Currently, click the OK button for the display unit. Make sure we also use and the meters Okay, let's maximize the screen by pressing out W. The stool ship is sailing recall, so it just makes sense to use a cylinder. Primitive object for the be subject. That's center the object by for expressing W to activate the move tool and rightly on the spinners to make sure that the coordinate values are also 20 Next, we can adjust the Syrian to refer burger by going to the modify panel force. Let's fix the dimension. We know that the width and the depth of it is 30 centimeters now. Unlike the box objects sitting there, objects have radius value, so you need to input the have value or 15 centimeters. Here, pressed ebb for the height type in 45 then enter next for the segment Inside values, we can press F four first to make. The age is visible in the view port for the segments along the vertical direction. We won't be needing too much off these for now, so three should be enough Next for the site segments. Let's input 36. So we have a smoother surface at the side. For the next step, we need to convert the object into an anything. Hopefully object. So right leak and it just convert toe, then just convert toe irritable Polly. Next we went to scale and then remove this polygons at the center. To do this, press for toe, activate the polygon murder, select one polygon called Schiff and inspect the polygon next to it. This will select the whole polygon loop to scale this up press are toe, activate the scale mood and just drink up dizzy excess handle until about this high, they impressed the lead to remove the center polygons. Next, we need to select the upper and lower borders in order to reach them. To do this, we can press three to go to the border mode to select the two borders. Simply click direct to create a rectangular selection region. Because we are in border Mordor. Only the borders get selected to breach these two borders. Quick, the bridge setting spot on here. Let's move this to the side for the bridge segments. We need lot off them to form a smooth curve, so let's input 16. Next. Let's adjust the Taper perimeter here and try to find the best value. Let's try minus 2.2. No fighting minus 2.3 is better. Okay, I think the curve now looks pretty similar to the actual product. Treat the okay button to confirm. Previously, we used charm for modeling operation to smooth out sharp corners. In this project lesson. We're going to explore a different method. Basically, we're going to chance for these corners here at the top and at the bottom you seek a modifier called the Champ for modifier. Make sure we are in a top level mode. Then click the modified release and then pipe. See then h quickly. So the list jumps directly to displaying the chance for a modifier, then click on it to add it to the object. As you can see, right away, the corner areas become smoother. It looks good, actually, but it doesnt reflect the store design we want to create. Now this is just to smooth compared to the actual design. So let's reduce human value here toe three millimeters or perhaps two kilometers. I think this is a better value. Then here you can specify the number off segments in a chance for Ragen for our case. I think one is already enough Now. Until this point, you might be wondering how come the chance for a modifier knows exactly where to have the chance for effects. How come only this age is up here in the ages, don't hear get affected while the rest it's not Well, the reason for this behavior is the minimum angle of value you see down here. We just defaulted toe 20 degrees. This is a threshold value, meaning it will try to find ages that form corners larger than 20 degrees. Because this age is create a 90 degrees angle, the champ for operation will be applied here. The same thing happens to these ages. Also, because this ages form around 30 to 45 degrees angles, which is larger than 20 degrees. You can change the minimum angle threshold value to any number you like, but for our case, it already works as expected. So no need to change it. Next. We want to continue modeling the stool by ending the less detail on the center area here. For this, we need to collapse. The modifier collapsing modifier means that the money fire will be removed. But the effects off it will be permanently embedded into the geometry. There are every two ways do collapse modifiers for us. You can rightly, on the money for your you want to collapse then to scraps toe here. If you have multiple modifiers, deception will collapse the current modifier and all of the modifiers below it. The upper modifiers will not get affected. The collapse all option Here, on the other hand, will collapse all of the modifiers that exists on the object. Another way to do this is by using the court main ume and just convert toe, then convert toe irritable. Polly, if you do this, basically this will collapse all off the modifiers in the stack. So we are left with just an ordinary, irritable Polly object. Okay, now presto goto the H mode select These age, you can click the like button here to select the H Liu, then right leak and then click the champ for a settings button. I don't want to use the uniformed mode here because this more creates additional age is at the center. Let's use the tri mode instead. So the center is empty. Next for the with off it, we want to make it only three millimeters. Now this amount of value here is not actually showing the total with off the chance for but only half of it. So to make the with three millimeters, you need to type in 1.5 millimeters here. If you are done, you can click the OK button. No, we have least two h loops. Select up at the center. What we need now is to select all off the polygons at the center. For these, we can convert the age selection toe, a polygon selection, ho control and trick on a polygon. I can then click sharing here. We want to extra all of these polygons inward. So right Leak and M plea on the extra settings. Button the group more moves, the extrusion in one direction. What we need now is the local normal mode. Let's bring the height the value down to about negative three millimeters and it is done. We can go back to the top level mode, turn off the H display and here is the final result. 32. Scale modes: in this lesson video. We're going to discuss more in depth about the scale modes. If you press are you, activate the scale mode. But notice in a scale input fields only the X input field. It's active. Do y and A Z access input fields are all disabled. Why is that? Well, this is because, unlike the move more for the rotation mode, the scale mode actually consists off sufferers. Sub moods. The uniforms scale mode do known uniforms, scale mode and finally, the squash Mordor. And when you switch to the scale mode from the other modes, the uniforms scale mode will become the active mode by default. And in this mood, only the X axis is enabled. If you change the X axis scale value like this door access and the Z axis follow automatically. Now, if you want all off the scale input fields to become active or enabled, you need Toby either in the known uniforms, scale motor or in the squash mode, you can just this Mort's using the spoon down button here, or you can also press are several times as you can see pressing our multiple times, we recycle the scales up moods. Now, if you are in the known uniforms scale moder All off the scale input fields become enabled so we can adjust the X Y and Z scale values independently. There is the difference between the non uniform scale mode compared to the uniforms. Scale Mordor. Now what about the squash mode here? Well, essentially the squash mood. Close us to scale the object on one axis and automatically alter the other access in reverse. Just imagine if you push a balloon down on a Z axis, the balloon will expand on the X axis and on the Y axis as he tries to maintain its volume . Well, there is exactly how the squash more works we can see in this example. This is a known uniforms scale moder, and this is what happens if we use the squash mode to scale the object on a Z axis, you can see how the X and Y access expands and contracts automatically. You can use the scale toe precise objects, but you need to be aware off the difference between scaling in the object mode for says in a sub object mode. If you create a box like this and then precise the object using the scale toe on the X axis , for example, like this notice don't hear the object now has known default scale values. Do y and A Z access still have the default value off 100% with the X axis is not now. This condition is bad, especially if you are still in the process off modeling the object or creating rig for animation just to give you an example off. Why this is a bad thing. If we convert this to inevitable Polly object, go to the polygon mode, select this polygon and then you try to do in set on this polygon Let's input one centimeter, then click the OK button. As you can see, the inset with results are not uniform the upper and the lower inset with our once and the media. But the left and the right sites are not another example. If we select the upper polygon, then extrude, then tight into centimeters. For the amount of it we get two centimeters height extrusion. But if we do this on the side polygon extra it again and then input two centimeters just like the top polygon we get longer than two centimeters extrusion as a result. So essentially from this example, we can conclude that's telling on the object level will distort the whole measurement. When we perform modeling operations on the subject now, you might be asking. So how can we re Sison object if scaling is forbidden? Well, scaling is not forbidden in two conditions Force. You don't have any plan on performing any modelling operations on the object and you also are not going to use the object in a rigging process. Second, it is okay to scale the geometry in a subject mode as this will not alter the objects scale values to show you what I mean. Let's create an under box again and convert this into inevitable Polly object. Now go to the subject Mordor. Any subject will do, for example, overtakes Mordor. So like all of the vert Asus, by pressing control a and then scale them like so as you can see the effect off, the scaling looks similar to the previous method. But notice if we go back to the top level mode, all of the scale of values are in the default value, which is 100% This is the ideal scenario for doing any modeling because none off the measurements will get the starter when you perform the modeling operations just to prove it . If we go to the polygon mode, select this polygon and then try to inset it. Let's input one centimeter, just like before. As you can see, the inset wits are uniform and they are all exactly at one centre needle. If we do Extrovert editor polygon for two centimeters, we get something like this. If he performed the same extra on the side polygon, we get something like this. We can see the extrusion heights off the side and decide are the same, which is at two centimeters. No. What if we already have a known uniforms killed object and we want to perform modeling on that object? We don't changing the size of it. Well, we can do that by force resetting the transformation. We're going to discuss this in the next lesson. 33. Resetting transformation: in this lesson video. We're going to discuss how to reset the transformation. Previously, we've discussed that we should avoid having scale values other than the default if we are doing modeling on the object. But what if we already have a skilled object and we want to do modeling on that object? We don't notice icing it. So, for example, we have least box here and then we scale this like so in a top level modern. Before we do any modeling operation, we want to make sure that all off the scale values they fault up to 100%. In order to achieve this, you cannot just type in 100 in its input field because if you do that, the object we'll just refer back to its previous size. Basically, Now we just want to scale values to reset back to 100%. We don't changing the current size into the air smacks. This kind of operation is called transformation reset. To do this transformation reset, you can go to the utility this panel, then click this reset X from button Here. Do what ex form here actually stands for transform. If you click this button, The reset selected button will appear at the bottom. You can click this button to reset the transformation off the selected object. Yes, you can see the objects. Size does not change, but all of the scale values are reset back to 100%. This is great, but you still cannot start muddling on this subject. Yet you see, when you quickly reset button, what actually happens is there too? Yes, mix will add a new modifier called the transform modifier to the object to compensate for the current transformation. So you need to collapse the modifier first before you can start modeling again. To do that, you can right click here and in just collapse toe or collapse. All in this case, both will produce the same result. Then click. Yes, here. But notice the collapse result. It's not inevitable, Polly. Instead, it is inevitable mash. So you need to convert this back toe inevitable, Polly. Afterward, let me and do this again. Personally, I prefer just to use the comfort method to collapse the modifier steak. So just right, click and in just convert toe and then convert toe irritable. Polly, if you do this, the modifier. Steak will collapse just like before. But we have inevitable Polly object right away as a result. Now, the next question is, what if we already have some complex modifier steak? But we want to reset the transformation. For example, let's create a teapot unless reduced the segments toe for then at somebody fires, for example lattice money, fire, then a mild modifier. No, we do a non uniforms scale like this. Okay, let's say at this point we want to reset the transformation, so we have all of the scale values back to 100%. We don't changing the current size and we don't collapsing this modifiers. So how can we do this? Well, first we can open the utility spaniel, just reset turns from here, then click the reset selected button. Now, the scale of values are all set to 100%. If we go back to the modifier panel, we can see the term so modifier at the top off the modifier stake. In this scenario, you don't want to use the collapse or command or convert the object to inevitable Polly directly because that will cost the existing modifiers toe get collapsed. If you want to preserve the modifiers, then you need to move the transform modifier down. So it is located just above the base object. But if you right, click on the transform modifier and then too perhaps too click. Yes. Here the resulting be subject will be inevitable. Mesh object. Let me under these. So the way to softies is by adding a new modifier called the Edit Polly modifier. Then read this modifier So it is located just above the transform modifier. Then we can right click on it to slaps toe and then click. Yes, again here. Now we have inevitable Polly. Object is the base object. We still have all off the modifiers and we also have all off the scale. Values reset back to 100%. 34. Resizing objects precisely: in this lesson video we're going to discuss how to precisely change the size often object to a certain value. If you create a primitive object, for example, a box, you can easily change its dimension in modify panel. You can change the length do with in the height of it using the provided parameters. But what if we converted into inevitable Polly object now? It doesn't have the size parameters that previously existed when it was a primitive object . So how can we just decides than, for example, we want this box? Toby Exactly 50 centimeters strength in the X axis? Well, to do this first, you need to make sure did the object is selected, then go to the edit menu, then too strong from two books here for changing the size often object. First, you need to specify the axis that you want to target. For example, the X axis here. Then you need to type in the size for the current access, so let's start in 50 centimeters. Then, to execute the change, you need to create this set size button here, and it is done. Now. The next question is, how can we really tell that the length off the object in the X axis is 50 centimeters. Well, there are several ways that we can do this. The first method is by going to the utility Spano, and then click on this measure button here. When this is active, we can see the measure user interface at the bottom. Here, the selected objects dimension will be displayed, and it indeed has 50 centimeters length in the X axis. The second method off measuring the objects dimension is by using the transform to box window. So if you still have this window open toe, get the object size. You can simply click this get size button. Here, a new window will open, displaying the size off the selected object. The coating about changing the size you seem to transform to box is that it immediately Recep the transformation. So as you can see, the scale of values are always at 100% which is great. But you need to know that this thing only happens if you recites irritable objects. If you try to resize primitive objects, the scale values will not be reset back to 100%. For example, if we create a teapot object here. Well, the object is still a primitive object. Open the transform. Two books said the X axis size toe 50 centimeters. Click the set size button. Notice the scale of values are not reset back to the default, so you may want to reset the transformation after setting the size off primitive objects. Besides using the reset transform feature in the utility spinal, as we discussed earlier, you can actually reset the transformation. Using this are button here. But just beware that pressing this are button will add a transform modifier to the object and then right away collapse the modifier stack. That is why, if you click it to Yes, Max will give you a warning message like this. Just great. Yes, here. And the scale of values are no reset back to the default. But because it collapses do modifiers. No, the object is not a primitive object anymore. It is now inevitable. Mesh object. So this is something you need to be aware off when researching the transformation. Using this are button 35. Snapping: in this lesson, Video will discuss snapping in three DS max. There are several types off snapping modes. For now, we're going to focus on position or snapping and rotational snapping. First, let's talk about the position or snapping. If you see up here at the main toolbar, there are three types off positional snapping available in two DS mix, so the snapping 2.4 50 snapping and really snapping. But before we discuss the difference between these three options, let's open the grate and snap settings window to access it. You can go to the toast menu, then grits and snaps, dentures, great and snap settings here or the faster way to do this is just by right, clicking on the snap button. Here, go to the snap tab here. This is where we decide the type off Jim entry elements we want to snap toe for now, to make things simple, turn off everything except the Vertex checkbooks. At this condition, the snapping feature will only taking account of Earth assists as the target. Now let's open the option step here, Make sure this option that stays enable access constrain is off. If this is on snapping will use the axis constrains for now. We don't need them, so make sure it is un check. Now let's talk about the difference between two d 2.5 D and really snapping this snapping. We let you snap objects that are exactly placed on the same plane, and you usually want to use this more into the views such as Top View Port from View Port left, etcetera. Not the perspective view port, for example. I have these three plane objects to off them are placed on the same plane, which is at zero the X escorting it, but one off them is floating above the others. You can go to the top of you port by pressing T. Then if you want to see in a solid mode, you can press F three. Then press. Therefore, if you want to see the ages currently, we are discussing position or snapping, so make sure you have the move tool active, and finally, you need to make sure that the 20 snapping button up here Eastern Don to snap displaying object to display an object using this Vertex and its vertex as the reference First you need to move the most cursor as close as possible to this vertex. Then plead dreck and move it. So it is close to this Vertex, as you can see displaying object just moved based on this verb assist location. Now we can do this because both off this plane objects are located at the same is the excess coordinate. Notice if it right to do this again but are getting the spring object instead. The snapping one work again. This is because displaying object is not at the same level as displaying object. And currently we have the two D snapping mode active. Now, if you turn on the 2.53 snapping, this snapping mode will snap objects in space as if they are on the same level, although they are not so, for example, if I drink this one toe this one again, look how this subject now is able to snap as if they are at the same level. If you breast be to go to the perspective view part, you can see that this plane object is still on the ground plane. It doesn't really move to level up with this plane object. So this is what 2.53 snapping feature It's all about. Generally, you want to use the snapping mode into the view ports. Also not in the perspective view port. The last one is the treaty snapping Morgan. For this mood, you can notice both into the view ports and, in the perspective, view port in three D snapping mode. Objects can freely snap toe other objects in three D space. For example, if I drink this spring object to display an object on top, it will move up and precisely snap based on the target vert assists. You can select multiple objects by holding the control key and move them together while snapping toe the spring object, for example. Personally, I only used 2.53 snapping and really snapping modes all the time and almost never used the Tour de snapping mode. I use the 2.53 snapping mode when into the View ports such as the Top View Port from view poor or left you poor etcetera and used really snapping mode when in a perspective view port. Now, if you prefer to use keyboard shortcuts, you can use the s letter key Toto, go the position or snapping on or off. Another snapping we're going to discuss in this lesson is the rotational snapping or also known as the angle snap. Introduce Max if it's like an object and impress E to activate the rotate tool and then rotated like so notice down here. The rotation produces many fractional numbers after the period. This is OK if you only need to do a free form animation, for example. But if you're doing modeling, especially for architectures or for richer you off the need to looted objects at exactly 90 degrees or 45 degrees or 30 degrees etcetera. This is where you need traditional snapping to activate the younger snapping. You can't like this button up here, or you can also press a for the keyboard shortcut. As you can see if you rotate an object. Now the angle result is a whole number with a five degrees in Cremin. This five degrees value is the default. If you need a different value, you can open the grate and snap settings window again by right clicking on any off the stamping buttons up here. In the option step, you can find the angle value just change this to any number you like for the rest off the lessons in this course, I will use the default value, which is five degrees. 36. Project Etna side table: in this project. Lesson video. We're going to model this table, called the Aetna Side Table from Artemis, is you can find a product information from the sling. Now, if you look closely at the dimension off, the product with and length look normal but noticed the height. It is six centimeters. There is no way for a table that looks like shown in the photo Toby six centimeters high. This number has to be a mistake. For now. Let's just assume that the height of it is 60 centimeters. We will be modeling with the Help off reference image. The plan is if we can fit the length and order with toe the reference image, we can adjust the height proportionally. Now I know this may sound cumbersome with the techniques you learnt from. This project can be very useful in a real life project situation, because eventually you will stumble upon this careless product specifications at some point in time. So you need to know how to deal with them for us. Let's discuss how to import reference image into three DS max. If we examine the reference image provided on the manufacturer's website, the product image already has a square aspect ratio, we can see both the width and height of it. It's at 1400 Spitzer's. This can actually make our life easier for the reference image. We need an object to contain it, and the best object for this purpose is the plane object now, because the image is square instead off in putting the length and with values manually, we can just turn on the square option here. We also don't need extra segments in a plane object, as those can interfere when we try to read the image. So just right click on the spinners to get the minimum value, which is one Let's click direct to create the object in a front view port. Next to put the image into the plane object, you can simply click direct the image from the File Explorer or your image browser and then release it on top off the plane Object. Now we can see the image in a perspective view port, but we cannot see in a front view port Well, this is because the front view port is in wire frame mode. You can press F three to go to the salad mode. Or you can also click this menu and induced default cheating. Now we can see the reference image in his view port. Also later, we're going to model the object at the center and we don't want a reference image toe. Overlap with the object, so we need to push this backward for us. W and then just move this along the y axis. Let's start modeling the tabletop part for these. We can start by creating a box object. Go to the modify panel. Let's input the dimension. We know the length is 45 centimeters and with IHS 80 centimeters for the height of it, let's input. 60 centimeters will adjust this later based on the reference image. Currently, the box object is not at the center off the world, so rightly on according it spinners to zero out the X Y and Z values. Next, we want to precise reference image, so it follows the book's objects dimension. We should do this in front of you. Poor force. Let's hide the grid by pressing G did impress, therefore, who display the ages now, while transforming the reference image we want to see through the book subject for these. We cannot simply press a three as this will make everything displayed in wire frame mode, including the reference image. We only need to make the box object to become transparent too soft. This we can use the see through object at reviewed toe access it. We can do this in two different ways. The first method is by using the object properties window. Make sure the object is selected, then right click and into subject properties. Turn on the see through option here. So this is one way to do it. The second method is by going to the display panel scroll all the way down. You can see in the display properties section there is a see through option here. OK, next Select the reference image Movies up and Skelly So that the left and the right parts lined with the box object. I think that's about it. We can move this up again under this bottom part is aligned. Now from here we can tell right away that the height value is not correct. So let's adjust it again. Select the object and open the modified panel break beside value under the work stop area lined with the reference image. I think 69 centimeters is just about right. After the dimension is fixed, we can convert the object into inevitable Polly object, and let's not forget to turn off the see through option. Next. We only need these two polygons here press for to go to the polygon mode Selector two polygons press control I to invert the selection, then impressed the lead to remove them. So we only have these two polygons. We can press therefore, to see the ages and impress toe to go to the H mode. We want to jump for this age so it creates a curve. Dislike the reference image. We cannot do this precisely in a perspective. View port. So press f to go to the front view port. Zoom in a bit. Work leak and interest jumper settings for the jam for ages. Let's input then I think this is enough to make a smooth curve used to try option and just direct the jumper amount value. Until we get something like this, I think this is enough. Let's click the OK button if we press be toe goto the prospective you port. This is what we have so far. Next to a thickness to the tabletop, we can use the shell modifier. And remember, if you want to add a modifier, you should always avoid being in a subject modes. After you are in the top level mode, click the modifier list, then type S and H quickly. Then just the shell modifier here by default. The shell modifier chickens the outer side. What we were now is dinner side, so rightly on the outer amount spinner to zero it out, then click direct up the spinners off the inner amount. Here. I think we can just round this value Toto Centimeters and we have the tabletop finished. Next. Let's model to base part for the bass part. We can start by creating a cylinder. Let's center this object for the X axis. We actually don't need to zero it out as we are going to dust it later anyway, the values that need to be zero our door access and also to see access. This is so debased. Object is located on the ground plane, just like the tabletop object. Go to the front view port and adjust the x X escorting it so it is lined with the image. We also need to change the radius value for the height segments. Just right. Click at the spinner so we have the minimum amount. Adjust the height so that the top part is aligned with disconnecting area. Where do what material starts. Finally, for the site area, we need more segments to make it smoother. That's input 36 here. Next, let's convert this into an irritable Polly object. Go to the polygon mode. We need to select the polygon at the top. There are many ways that we can do this. We can create a rectangular selection like these Dennis ring the selection by pressing control pitch down. Or you can simply click this sharing button here, then used the extra settings to extract the top polygon. For now, you can use any values for the amount. Then click OK now if we go back to the perspective, view port and hide the ages, you can see that the upper area produced by the extra command is not smooth. Unlike the bottom part, so soft this issue quickly. We can use a command called the auto smooth. To do that press control a to select all off the polygons, then scroll all the way down Until we see the Smoothing Groups section. Here we can find the auto smooth button. Essentially, with this button, we can automatically assign smoking groups two polygons Based on this anger threshold value a just that form angles lower than its value will be smoothed out in ages. The form angles higher than 45 degrees will become sharp. So click this button. And as you can see, we just saw off the smoothing problem very quickly. Next, we want to snap this polygon so it is lined with the bottom. Overtax here. For this we can use the treaty snapping mode. But notice even if I used dizzy access to move this up and snap it to the Vertex, the whole polygon moved to the target Vertex in the X and Y access. Also, Of course, this is not what we want. To fix this, we can open the grate and snap settings window in the option step, Turn on the naval access constraints Checkbooks. Due to this now, if we direct the polygon on a Z axis the snap feature, we respect the excess constrain so it won't move the polygon on the X or Y excess. Just direct. Does he handle and snap it to this Vertex and you cannot press s toe turn off the snapping mode. Next, we want to add a small gap detail in this area. For this, we can activate the H mode. So, like this age here, hold Schiff and select its neighbor. So we have a full HD loops like that, right? Leak and open a chance for setting spaniel. Use the tri mode and let's input 1.5 millimeters for human value, click the OK button. Next, we need to convert this age selection into a polygon selection. To do that, we can write, leak and then click the convert to face command here. Then you can sharing the selection by pressing control. Pitch down next, open the extra setting spaniel. We don't want to use the group more as this option moves the extrusion in one direction. What we need now is the local normal mode. Then to make the extrusion Togo inward, we can input minus than three millimeters, then enter. So until now we have something like this. Let's combine the two objects using the attached command. Scroll up until you can see the attacks come in here. Currently we have the base subjects selector. So if we perform the attach command, the tabletop object will join this base object click, attach here and then click the tabletop object were likely to turn off the attach mode, and we have a single object Now. The modelling process is practically done, but we still want to add some tampering details on the corner ages to make it more realistic. It's always before ending any modifier, you salt exit from any off the subject modes. Click the modifier lease Type C and N H quickly. Then just this jumper modifier. We can see the jumper amount is too big. Let's input two millimeters Now. If we hide the ages, the smoking group looks a bit off this polygons look as though they are curve. This problem happens because the chance for modifier is trying to smooth out the entire object. We don't need this as the object already has a good smoothing group before the chancellor modifier. What we need now is for the jumper modifier to auto smooth the polygons. Only at the chance for areas to do that. We can scroll all the way down until we can see the smoking output in change. This option here from smooth entire object. So smooth champers. Only now only the chancellor of areas get the smoothing treatment and we are done. This is the final result off our project. 37. Aligning objects: in this lesson video we're going to cover for different techniques that we can use to line an object against another object. We're going to cover the line tool, normal lying tool or a great feature, and finally dislike in place tool. First, let's discuss D Line Tool In this scene. I have a toolbox object and a teapot object. Let's say we want to put these people object exactly on top off these books. Object to do this with the line tool. First, you need to select the teapot object. Remember, we need to select the object that is going to move, not the object that serves as the target. Okay, next, you need to click this line button and, well, this button is active. Click the target object. If you do that correctly, you will see the land selection window opened. The X Y and Z position Check boxes here will determine whether the line process will change the X, y and Z according it off the object or not. For now, make sure you turn on all of this. Check boxes next or the current object in the target object columns. What this Karan object means is the object we select the first time, which is, in our case, the teapot object in the target object. Here is the object we click, the less one. Or in our case, it's the book subject this radio weapons don't hear determine what part off the object will be lined. If you set both off, these two people point. It means that the people point off the teapot object will be aligned with the people. Point off the books. Object If you click the OK button here. Now we can see the teapot object moved, so the bottom off the books object again. This is because that is the location off the box of Spirit Point. Next, we want to move the teapot object so that the bottom part of it is exactly aligned with the upper part Off the books object just like before, make sure the teapot object is selected, then click line here and then click the target object. We only want to focus on a Z axis now, so turn off the X and Y check boxes and then, in a current object column, set this to minimum and for the target Object column said it toe maximum, click the OK button, and now we have the teapot object perfectly placed on top. Off the books object. Next is the normal align tool. This tool enables us to place an object to another object based on their surfaces. For example, I have this box that looks like a wall, and I have another, a smaller object that looks like a picture frame. What we need to do now is to put the picture frame but ethically on the wall. Essentially, we want to move this picture frame, using its back surface as the reference, and then stick that surface to resurface on the wall. To do this, you see in the normal line tool First, select the object that we will move in our case, the picture frame object. Then click and hold the line tool. You will see the normal aligned to here while the stool is active, you need to do two things in the correct order force. You need to pick a surface in a current object you can notice by clicking and dragging the most around the Blue arrow will appear, indicating the active surface that you pick after you release the mouse. The second step is to click and wreck again, but on the target object. After you find a spot that you like, release the mouse. As you can see the picture frame move to that location on the wall. Next is the auto great feature. This feature is available whenever we create a new object in three DS max, for example, I have really seen consisting off multiple boxes. Just assume that this is a building, and now we want to add a concrete cannot be at this location. Basically, we want to create a new box directly on the surface. To do that, just go to the create panel geometry and then click the works button. Noticed there is an option here called or a great. Make sure it is on now, as we have are the mouse on different surfaces. You can see a transformed this more that detects the surface automatically. If we click drink at this location, we are creating the box directly on the surface. Now you can notice with the other objects. For example, I can create a teapot while the order great option istan drone. With this, I can put the new keeper directly on any surface that I want. I can even put it on the surface off the previous people object. The last method off object alignment is by using the select and place tool in the scene. I have a box, a teapot and a sphere to use the select and place tool. First, you need to activate the tool by clicking this button here. Well, this is active. Every time you click and drag on an object, that object will follow your most horse around. If you move the mouse cursor on top off a surface, the object will be aligned automatically to their surface. Now you might be thinking that this tool is similar to the normal align tool, but they are not because this to does not let you pick a certain surface on the object. Instead, it will use the objects people point. So it is sphere, for example, because it has a pivot point located at the center of it. If you try to align this sphere to the books object using the select in place tool, this fear will be half seeing into the surface. Basically, if you want to use this like and place tool. You need to make sure that the objects before point displaced at the right location, which is the location where you wanted to stake toe the target surface. 38. Project Lack side table: in this video, we're going to model this table called the like Side Table manufacturer by Ikeya. We will cover how to extract the my German that we need from a single image using photo shop and then use mainly dealing toe toe precisely. Position the table parts to their correct positions from a Ks website. You can don't know this image which shows the overall product dimension. So from this image we already know do with the length and also the overall height off the product. What we need to know now is the thickness off the table top and also the thickness off the legs. Because I believe the legs half of the same thickness is the tabletop, so we only need to measure the tabletop. We can do this easily, using the ruler tool in photo shop. First, let's zoom in so we can see the height, my German optimally. Then turn on the ruler tool Click direct from this point and hold shift to get a straight vertical line and release it here OK from the measuring process. Now we know that the overall height in pixel is 238 pixels. Next we need to tell a photo shop their 238 pixels equal toe 45 centimeters later. Based on that ratio, we can measure the other parts off the image easily in centimeters. So to do that, go to the image menu. Dangerous analysis, dangerous set measurement scale, then custom. We need to input the pixel length here, which is 238. Then press tab input a centimeter length, which is 45. Then input the unit, which in our case, centimeter. So now we can see down here 238 pixels equal toe, 45 centimeters if you click. OK here now the length this measure in centimeter and so we can measure the tabletop thickness in centimeter. Also, let's zoom in a bid click drag from here called She if, until here we can see that the thickness is 5.1 centimeters. Let's just round the value toe five centimeters and we are done with Photoshopped. Let's open three DS max to start modeling before we start modeling. If you look closely at the products photo, you can see there are 10 cylindrical metal fit at the bottom off the table. I think this is about five millimeters high. Let's create the spot force. Create a cylinder if you press before we can see that the default setting uses too many height segments. That's fix this, but let's fix the size first for the Radius. We want a cylinder Toby, slightly smaller than the leg. And because this is the radius, not die murderer, we need to input the half value off the overall size. Let's input 2.3 centimeters for the height. Just input 0.5 for the height. Segments just said it to one for the rest. Just lift them as they are next, go to the movie mode and center out the cylinder. Next, we need to create the leg. For this, we can create a walk subject for the length input. Five centimeters for the with input five centimeters also, and for the height, we can subtract 45 by five equals toe 40 centimeters, then subtract it again with 0.5. So we have 39.5 centimeters as a result. Next we want where details on the corner ages. We can add a charm for money. Fire for human value less input 1.5 millimeters and fix the smoking group problem by choosing Smokejumpers only. Let's put the stable leg at the center off the vote, so it also aligns with the cylinder object. Now, to put this precisely on top off the cylinder, we can just type in 0.5 here. But just imagine a scenario where we don't actually know the height off the similar object . It will be just easier to use the line toe for the scenario. So, too, do deaths. First, make sure the like object is selected. Click the line tool and then click the cylinder object. We want to control only dizzy access for now, said the current to minimum in the target to maximum and then click OK, now, as you can see, the like object is precisely placed on top off the cylindrical for object. We can no collapse the modifier, but before that, let's copy the chance for a modifier first so we can use this later for the tabletop object , right click and into Skopje here. Now we can safely collapse the modifiers. Then let's attach to bottom cylinder so it becomes sparked off the leg object, right click attach and then click on it. Next. Let's model the tabletop. Create a walk, Subject said. The length toe 55 centimeters and with toe, 55 centimeters. Also said the high toe, five centimeters, then center the object. Next we want to add a chunk for modifier, so we have additional details on the corners. Remember, we already copy the charm for modifier before, so we can just right click here and inter spaced. Now we have a chance for a modifier with exact settings we have before. For the like object. We can collapse the modifier snow next to place the tabletop on top off the object. We can use the line tool again. Click on the like object. Just used the same settings we use before and click OK. Next. We need to move the leg to the corner off the table top. We can use the line tool again. Make sure the like object is select a click the line tool and click on the tabletop Object . Now we don't want to effect does the access? We only need to move this on the X axis and why access and we want to align the maximum value off the current object. So the maximum value off the target object in terms off the X and Y position. Click the OK button. So until now we have something like this. Next we want to mirror the like object. To do that, we can add a symmetry modifier by default. The symmetry modifier uses the X axis. Also noticed that it doesn't use the center off the world as the mirror plane location by default, it uses the people point location. Now the symmetry modifier actually lows US too many really transformed a mirror plane. If you click this correct button and then click this middle attacks here Well, this is active. If you perform a movement, you will only move the mirror plane, not the object itself. You can even do rotation if you need to. For now we only need to move the mirror plane toe the center off the world To do that simply and put zero on each often according at the values we can see, it is no located at the center for the Y axis. We can copy the existing symmetry modifier and then placed it. But for this one, we should activate the Y axis. So again this one is for the X axis and this one is for the y axis. Next, we can only collapse everything And let's attach the upper tabletop object rightly just attach here and then click on the tabletop object. You mostly want to put the people point off the object. You motto, Toby at the centre bottom off it especially for for richer objects. This is important so that later you can easily place them on the floor. So goto the hierarchy panel turn on the effect we've only mood and then zero out the co ordinate. After that, you can turn this off again and our table model is done. 39. What we are going to create: in this section, we are going to focus on creating a stitch in Cabinet system called work we Just manufactured by Gen. Cray from Germany. You can see the detail information on this product from the official website. One thing that you need to know that this product is a modular system You can have three modules set like this, or two modules said. Like these. Each of the module itself provided in many different variations. It can be a wonder cabinet or two drawers or three drawers. Or you can put oven or microwave on it, etcetera. For our project, we are going to create a product set that looks like this photo minus the top in a side part you can see in this image. The left module is used for a sink, and right, most module is used for an electric stuff. You can see the knobs here at the side panel are actually for controlling the stuff. Now. To make things simple, we're not going to create the sink nor the stuff. We're just going to create a plane kitchen counter. This product has two different variants. If you look at the product specification, there is a small sized product with 65 centimeters dep in a bigger one with 80 centimeter step. The height is also provided in two different sizes. We have a short one with 92 centimeters high in a tower one, he said. 95 centimeters height. This plus minus one centimeter value, I believe, is for the additional top surface sickness. In this project. We're going to use the small version off the product. So for the length we will use the 65 centimeters size very in. And for the height, we will use the 92 centimeters. Bavarian. Okay, now what about the with off the product? Well, it seems there is a tiny mistake on a specification. Data here I did a quick modeling off the record before, and that is when I discovered the problem. You see, if I model this frame bar at three centimeters, dislike the spec sheet, Say's the height off the product will be 82 centimeters. There is if you outlined a model to the technical drawing precisely. But if I use 3.3 centimeters for the frame bar, the height off the product is correct, which is a 92 centimeters. I don't know where exactly the mistake he's. That's the friend bar actually have with off three centimeters. But then they make it look ticker in the spec ship. Or does it have a week off 3.3 centimeters in the real world? But then they mistakenly put three centimeters stacks, inspect shit. I really couldn't tell and knowing this is important because in the end they dictate the over with off the product set. If a single frame bar with is three centimeters, then the total product with will be at 193.5 centimeters. If the frame bar is at 3.3 centimeters, then the total with will be 194.7 centimeters toe. Compromise these two numbers, we can just use a number in between them and then rounding it. So in this project we will use 194 centimeters for the product with okay to recap. The length is 65 centimeters. The with is 194 centimeters in height is 92 centimeters. For the products reference image, you will not find any technical drawing exactly like the product you see in this image. So what I did is open the pdf file provided on a website and a noose adobe illustrator to extract the vector shapes from these technical drawing here and rearrange them and then create this image. Unfortunately, I cannot show you how I did this in this course because that will require a lot of preliminary lessons about the Dobie was straighter. And this course is focused on Lee onto DS mix. I do have Adobe illustrator courses if you are interested. But please be where the discourses focus on creating illustrations, not on technical drawings. Anyway, What I'm trying to say is that I already prepared this image to be used as the reference image so you don't have to do it yourself. The image size is at the full HD resolution, meaning it has 1920 pixels for with and has been 80 pixels. For the height, the overall modelling process will go like this for us. We import the reference image an entry in a box with the correct dimension. Then we scale the reference image, so it may just the box. Then we mother domain metal frame off the product, then at these triangular supports at the bottom corners and then at the circular feet. Then we at the top surface again. We will only create off leapt off surface without the sing nor best oaf. Next, we will add the panels on the front, back and sides. Now, you might be asking, What about the bottom? Any inner panel structures, then? Well, you can create them if you want to. Using the techniques. I'll be showing you in this project, but because no one will be able to see them anyway. And also, I cannot find any technical drawing on those parts. I just have to skip them. Okay, After that, we will create the handles from this image. You can see that the handle stop front part is a bit curved. Finally, we can start detailing the front panels toe follow the reference image. I know the whole process seems a bit cumbersome to follow just for a simple kitchen counter like this one. But trust me with the knowledge and the skill you get from doing this project. In shallow, you'll be able to take a larger and more complex Cabinet systems because essentially the process is basically the same. Okay, so let's move on to the next lesson video, where we prepare the references 40. Setting up the references: In this video, we will import the referenced image and then create a box object for the guy off the overall dimension. Then we scale the reference image. So it is at the correct size press f to go to the front of you, make sure it is settled. Default, cheating, create a plane object for the size of it. We know that the reference image is that the full HD resolution so said the length here to 10. 80 and with toe 1920. Then for the segments set both values toe one Didn't press Z to zoom extend so we can see the Hope lane object. Next. We want to place the image on the plane object. You can open the image grocer Order file Explorer and distract the image and drop it onto the plane Object. Two DS max will generate the material for the plane object automatically. The image looks nice, but you might notice it is a bit darker than the actual image. To make the reference image brighter, we can remove all of the shading effects from the material. Now, I know we haven't discussed material yet, but just bear with me for now. to control the material. We need to open the material any terror. You can do that by pressing M in a keyboard or by clicking this button up here to open the material used by a certain object. You can use this eyedropper tool here and just click on the object you want to extract the material from. And now we can see the plane objects material Here again. This material was created automatically when we drag and drop the reference image onto it. Double click on it to open the parameters at the right side. Let's rename this material force toe raff, which stands for preference. And to make the material right. We can wreck this self illumination value all the way to 100. Essentially, with the set up, the material displays the texture as yes, we don't initiating color on top of it. Then to close the material editor, you can notice manually, or you can just press em in a keyboard. Now, if resume close enough, we can see that the image is pixelated and some off the lines are missing. This happens because by default two days Max limits Demisch resolution that can be shown in the view port to maintain performance. If you want to increase the tester limit so we can see the reference image better in the view port, we can click this plus button and then just configure view parts in this section. We can see that the texture maps displayed in the View port are limited to 10 24 pixel size , either on the with or on the height. Everything about this value will be scaled down. Now a reference image has a full HD SISE, so at least we need a Toki so slim it so properly display it. So let's input 2048 here, then click. OK, but notice that nothing has changed. This is because we also need to set the view Port Toby in high quality display settings. Currently, we are still in a standard quality motor. There are actually suffer different ways to set the view port toe high quality mood. The easiest way is just to just high quality precept up here. Now we can see the image clearly, but the high quality preset we'll also activity. So for display features that we don't actually need, so we need to turn this back to the default light and in turn off the shadow effect and finally turn off the Ambien occlusion. Also, you don't actually need to do this if you have a powerful GPU that can handle them. I just prefer to turn them off in exchange for faster performance off the View port and also because I have the screen recording software running in the background. Next, we want to create reference books, so let's move the image back a bit. Basically, we need to create a box with the correct dimension off the product. We will use this books later for the initial snapping target and also asked the reference for scaling down the image, said the land fu. 65 centimeters set the width of 194 centimeters and high toe 92 centimeters. After we have the dimension correct, we can zero out all off the coordinate values. So the box is exactly at the centre off the world. To make our sin a bit organized, we can rename the spokes toe ref dimension and change the name off the plane object toe rough image. Next, we want to scale this plane object so that the image size matches the Dimension box. To do this, go to the front view port by pressing F notice how the great is a bit disturbing. We can press G to hide the greed now if we select the plane object. The pivot point is at the center. We want to move. The people point to the left, but on food, so it will be easier to bless the object on the ground plane and to scale it. To do that, we can go to the hierarchy menu, turn on the effect before only mode here. And while this is on, we can move. The people point to any location we like. Place it precisely at the bottom off the left food after you are done, turn off the effect we fought only more again. Next, let's zero off according at values. So the plane object is located at the centre off the world and then scale this down until the image met just the box. Let's zoom in a bit. I think this is enough. Let's move these on the X axis to make this book's transparent previously used the Object properties and or the display panel Putin on or off the see through option. We can actually use a keyboard shortcut to do it. And that is by pressing all ex. Okay, I think the scale is just about right. Go back to the perspective, you port and turn off the see through option and turn on the displaced books. Option here. Then we want to freeze this object so that nothing can happen to it accidentally. By default, frozen objects are shown in gray. We don't want that. So turn this option that say's show frozen in great toe off and then freeze the object by clicking this button. Now we cannot select the spokes, let alone transform it. We need to do the same with the image object now off made a must take earlier I said the y axis according it to zero. That is why the image move to the center. Let's move this back again. So it doesnt overlap with the models. Turn off the show frozen in gray option and then freeze the object. This is so nothing can happen to this object and we are done in the next video. We'll start creating the friend part 41. Modeling the base frame: in this video, we'll model the base frame. Let's start with the right corner frame bar, create a box object, said the length through 3.3 centimeters and make the with Toby the same size for the hype, said it toe 92 centimeters, Then press escape. Activate the move tool and zero out the co ordinate. So the object is at the center off the world. Now, before we continue working on the model, it is, um, in impressed before we can see that the age is shown on the object, have an almost identical color with the surface. Although they are slightly different, they are still hard to differentiate if the object is not selected. What we were now is to make the color off the ages black and the color off the surface like gray. In order to do that, we can select the object intentionally of the color here to black. Now, to make every new object created toe have black color. We can turn off these assigned random colors option here. If an object is in blue collar, this will make the ages to be shown in black Now to make the surface scholar Toby like gray . We need to create a new material. We can click this button or simply press m toe. Open the material. Any terror. Create a new standard material, which is inside the Scanlon category. You can just drag it like so to the main area to create it. Open the properties off this material. You can double click on it. Let's rename this material Toe Death, which stands for the fourth material, and for dress off the perimeters. You don't need to change anything. We do want to have a light gray color next to apply the material to our books. Object. We can either click this button here, or you can also go to the material Manu and enters a sign material to selection. Or, as you can see here, we can press a for a short cut. Now the shortcut is the same as the anger snap shortcut, but it will be half differently because we have the material editor window active. So just make sure the object is selected and the material is selected also, and then just press a the selected material Islam assigned to the selected object. Then you can press them again to close the material editor window. And now, if you re select all, we have black for the line color and gray for the surface color. Next, we want to move this framework to the corner off the reference books. Remember now you don't want to do it this way, because this will move. The people point off the center. We need the pivot Point Toby at the center so that later we can mirror the object correctly , using the symmetry modifier. Yes, we can readjust the people point if we want. Oh, but for now, to reduce any additional steps, we need to move the geometry in the sub object mode, not in the top level mode. So let's convert this object force into inevitable Polly Press five to activate the elements of object mode, then select the geometry to snap this to the corner, you need to turn on the treaty, snapped ogle, then right click on it, toe upon the snap settings. Make sure you have the Vertex option active here and just turn off the rest off the check boxes in the option step. Turn on Dean able access constraints, and you also need to turn on this option called Snapped a frozen object. This is needed because a reference books object is in a frozen state. If we don't activate this option, the snap feature, we just ignore it. Now we can move the most cursor toe this Vertex and in regulatory scorn, error. Next, go back to the object mode by pressing Fife again on a keyboard. Notice the objects Pivot point is at the center. This way, If we add a symmetry modifier, we can see the same frame bar also on the left side corner. Now we also need to mirror the frame bars on. Why access The problem with the symmetry modifier is that it won't allow us to use more than one access. You either is like X or Y or Z, but you cannot active with multiple access at the same time. So to solve this we can simply add another symmetry. Modify error. But this time we used the Y axis. Now notice that none off the geometry is visible. Well, this is because it is copying this side to decide as this part has no geometry. Therefore, we have nothing as a result to fix this. You can simply turn on the flip option here. This way, the modifier is copying this side to decide. So currently we have two symmetry modifiers on a single object. Now, when we go back and added the subjects in the irritable Polly level, we want to see the result off the upper modifiers. This is so we can visualize the other three from bars created by the symmetry modifiers. To do this, we can click this toggle button called the Show in result again, with this option. Even if you are down here, you can see the result off all the modifiers on top press F to go to the front view. You can see the reference image is a bit off. This is due to the problem with with data we discussed earlier. The best thing we can do now is to scale the reference image slightly bigger. Let's activate the see through mode again. It's a mention in a previous video, you can press up X for a short cut, or if you forget the shortcut, you can go to the display panel and then click this see through option. From now on, I will use the out X shortcut to scale the reference image. We need to unfreeze it first, because remember, the object is frozen to select a frozen object. We can use the scene explorer here. We can unfreeze it and then selected. Let's zoom in and make sure you have the uniforms scale, tool active. Then just direct the X axis spinner here. If this is moving too fast, you can hold the AKI while dragging it. Okay, I think this is the best we can get. We can finish the object back so nothing will happen to it. Next, Select the frame object again. Go to the Vertex of object mode. We need to move these versus up, so select them and used to move, tool and then just move it up like so crispy and impress out X to make it look solid again . Next, we want to create the horizontal bar. We can just duplicate the existing vertical from bar goto the element mode and select this frame bar. Now we're going to duplicate were performing rotation. Activate the angle snap mode for a just press A for a short cut and we're holding The Shefki wrote it. This element on the Y axis until you're rich. Exactly 90 degrees. When you release the mouse, you will say this option. We don't want to create a new object, so just click OK here, then click and drag on the X Z plane and then direct these Vertex so it snaps toe this Vertex. We can see the bar is too short. Go to the polygon mode and just move this polygon left like so next to create the bottom bar, we can select the upper frame bar called Schiff and then drag it down on a Z axis. Click OK, for now, we can turn off the snapping mode and go to the front view and move this carefully on a Z axis to match the reference next recipe again for the site. From bars, we can duplicate the existing horizontal bar. We can perform duplicate rotation like before press E and then rotated on a Z axis for 90 degrees. Use the move toe and make sure the X and Y access are active. Move the most cursor Torres Vertex Press s toe Activate the snap mode and in regular, like so to dis vertex at the side, then to duplicate and snapped this directly to the top. Click the Blue Arrow. So does the excess constraint is active. Move the mouse stories, Vertex cold Schiff and in regular like so and then snap it to this vertex. Next to create the Semper Bar, we can select the corner frame bar called Schiff and then move it on the X axis. Like so, go to the polygon mode and click here. If you don't get the polygon selected at the first try, just click again without moving your mouse. Move it down and snap it to this vertex. For the bottom part, we can basically do the same thing. Select the polygon and you smooth it up and snap it to the Vertex. Then we can select the whole element. Go to the front view the dust it so it might just the reference and that's it. We are done. Let's move on to the next video where we will create the triangle supports their own feed in a top surface 42. The feet and top surface: in this video, we will continue our kitchen counter project. We will create the feet details and then the top surface. Let's start with triangle supports at the feet, rotate and zoom in on this area for raise. We can create the new books, but make sure the auto great option is turned on and turn on the treaty snapping mode Also , then, make sure your most courser is only surface. But close enough, though these were picks up here, so it snaps to it. Click direct like so and then snap it to the Vertex. Don't here if you do this correctly now the box ISF oriented horizontally. If he said the transform or intention to local, we can see it's locals. The Axis direction is actually pointing to the direction not up. Let me change this back to the view mode. So due to this rotated or intention, this with size is actually the high perimeter. Let's input five centimeters. I only use approximation here because there is no side view drawing that we can use as the reference. Then convert this subject into inevitable Polly, go to the edge mode and select this age. Press has to turn off the snapping Mordor and just move it up to about this location again . We don't have an exact reference for this, but I believe the half size off this frame is about the height off this polygon. Next, go back to the object mode. We want Rotich the super block to the base frame object, so make sure you don't use depressed command from this object, but you shall do that from the subject. Instead, go to the irritable Polly level and find your test command. Click it and then click on the triangle Super Block. Now, due to the symmetry modifiers, we have the other three support blocks created automatically. Next, let's create the circular fit because it is still in recall. We should use a Syrian their object for the base object. Turn off the order. Great option. As you can see, the cylinder object is black, even know later, when we attach this to the frame object, it will use the default material assigned to the frame object. But currently we want to work on this model for us, so we need to see the geometry clearly. Top would therefore material quickly. Simply press em then a and then em again. Okay, Next we want to control the cylinders. Parameters for the sides. Let's change these 2 20 And then for the height segments, three will be enough. OK, Next we want to position the cylinder. So it is exactly at the centre off this frame bar. For these, we can activate the treaty snapping mode. Then right click, Turn off the Vertex and also everything else except the midpoint option here. Okay, Now we can write the X access and move the mouse to the center off this age here. Then we can do the same with the y axis. Snap it to the center off this age. Then we can press f then Z to some extend produced the radius until about the size off the reference image press therefore and released the height until this bottom line matters. The line in the reference convert the object into inevitable Polly, and that's turn off the snap for now, go to the Vertex mode and select this over theses scary down uniformly and then scurried up on a Z axis. Just take your time until the radius is roughly the same with the reference After that, we can use the Mostel and then move it up like so we're matching the model with the center lines here, not the sights. OK, press out X again to go back to the solid mode. If you go back to the perspective, you and turn off the ages, you can see that the smoking group is a bit off. We can fix this by going to the polygon mode. Control A to select all. Then, in a smoking groups section, change the angle threshold here toe 30 degrees, then click the auto smooth weapon here. Now we have a better looking shading on this object to combine the subject to the base frame object as before, we can select the frame object goto the irritable Polly level and in just a patch here. Now we have the circular metal on all of the four corners. Next, we want to add the top surface. Let's stop with the walks object. Apply that, therefore material. By pressing M A M. We already know the length is 65 centimeters. The with is 194 centimeters, and the height is one centimeter only. Let's center these books and then from the front view port, we can move this up. Towboat this position. We want to have a little gap below the surface, just like the real product. Now let's combined the top surface in a frame part into a single object for this purpose. We don't need the symmetry modifiers anymore, so we can safely collapse them quickly, attach button and then click on the top surface. Object? No, they are a single object. The rest final touch for the Spartz is heading the champ for modifier. But for the chance for a modifier. We don't want to apply on a circular feel. We can do this by applying the money fire in a sub object mode. So go to the element mode. Press l to go to the left, you port, then select all off the circular feet elements. They're impressed. Control I to invert the selection. Basically, we need to select the parts that are going to be transferred. Then we're not going to the top level. Mood had the chance for a modifier again because we used the elements of object mode. Only the selected elements will be affected by the jumper modifier. The circular feet are not affected because we don't have them. Selector in irritable Polly level Okay for the champ for settings, less input two millimeters for the amount value and dislike before. Let's change the smoothing option. Toe smokejumpers on Lee, and we are done for this video in the next video, we'll at the panels and handles. 43. The panels and handles: in this lesson video. We will continue our project. We will create the panels around the object. Then we'll create the handles. And then after that, we will fix the front panels so they follow the reference. And finally, we will come by and all of them into a single object. Let's start by creating the panels for these were going to use books, primitive objects and use the order Great feature in a truly snapping mode when creating them. In order for the snap tour. Properly on the existing from object, we should turn off the champ for modifiers First. Later, we can turn it on again, go to the create panel and click the box button. Make sure the order great option is active and also the treaty snapping mode. Also make sure that we are targeting the overemphasis and not the meat points. Then move the most cursor on top off the surface, but close enough to discover tax, click and drag it until it snaps to these Vertex. We don't need to worry about the height for now. Just do this step for the other two panels. After we have three panels created, we need to combine all off them in tow on object. To do that, we can select this box converted into inevitable Polly object press attach and then click on the other to box. US. Applied the standard material by pressing M A. M. Next, we want to level out the height off the panels. Let's turn off the snap mode for now. Go to the polygon mode and then select this polygons on top off the panels for control and click on over picks. Aiken to threaten them out. We can scale them using zero value, so use the scale mode but used their non uniform scale mood. Then on a Z axis here, input zero and then enter after they are flattened out, we can turn on snap again and just move them up until they are snapped to these Vertex. Next, we need to mirror this panels on the X and Y access for these. Make sure you are in the top level Moder. Then a break. The symmetry modifier. It looks okay on the X axis. But notice if he said this to the Y axis, it is mirroring in the wrong direction because by default the symmetry modifier uses the people point location for the mirror plane. Now, to fix this, you can just move the mirror plane. But for now, I will send her out the paper point. Go to the hierarchy panel, turn on this affect before only button here. And well, this is active. Make sure we are in a move mode and just zero out all of the coordinate values. We can see how the pivot point is now at the center after Reese, we can turn off the effect before only moder. Now, even you have a pivot point correctly in place. Existing modifiers will not use the new P four point precision automatically. You can move the mirror plane position manually, but it is just faster to delete the modifier and then reapply it again. You can see that the mirror plane is now at the center off the world. So if you change these two do I access and then flip it. We have the front and back panels. Now we need to mirror this also in the X direction. For this, we can add another symmetry modifier. Make sure it is set to the X axis. Now we have the pennants covering the left part. Also, we can collapse the money fires by converting this object tone irritable Polly. Next, go to the polygon mode. Select the polygon on top off this panel. And then these two polygons here go to the front view movements down, out X to activate the sit room odor and more for the party guns down to match this line. Next to create the handle, we can select this polygon here. Then we can detach it, but not the ordinary Detach. We want to clone it first and then detach it as a new object. To do that, click this detach button here. The detach option window will show up. There are two options here detached to element and it it s clone. Make sure you select the second option s. This will create a duplicate so it will not break the existing panel geometry. Click the OK button. And now if you go back to the object mode and click here, you can see we have a new independent object from the polygon with selected before we are going to use this as the base object for modeling to handle. But before that that center out the people point click effect before only and then center to object. Now let's go to do Vertex mode. Um, sorry. I think we need to select the spinal object in Heidi. It first. This is so we can see the reference image better go back to the handle object, go to the front view and activate the Vertex mode. Press are and that's killed is to match the reference, Go to the edge murder and in a perspective, you we can reckless age to the front like so then we're holding the shift key. We can write this down to create the front surface, press F and then all eggs aligned his age to the reference. Now go to the scale mode and scale these in the X axis. Next, we can select this age and then jump for it. Just find the values that look good, as we don't have any precise reference for these, I think this is good enough. Next to a thickness, we can apply. The shell modifier said the outer amount to zero in the inner amount to three millimeters unless active in the strait and corners Option. Don't here as this can help to make the thickness more uniform. After you are done, you can know collapse the modifier. Next, go to the front view and duplicate this handle to the top. Just instance for now, just in case you decide to tweak the geometry again later, by being an instant, you can easily at it. One handle object and the others will follow automatically duplicate the two handles to the left. Just instance again, just like before aligned them with reference. And finally, we can select only the top one duplicate and move this also to the left. Just instance also, and Linus to the reference image. Now that we have all off the handles creative, we can work week and interest on height all so we can see the panels again. Next, we need to do a slight adjustment to the panels so they don't overlap with the handles and also create small gaps. Dislike the product in the real world. Select this polygons, then activity the treaty snap mode and move them on the Z axis until it snaps toe the vertex at the bottom off the handle, then hold control and click on the element. I can hear hold shift and moved him up to duplicate them. Move the mouse on this Vertex and in ragged so they are aligned with These were pecks at the bottom off the handle. The last one that we need to fix is the top polygon on the left panel. Move and snap, please. Also next, let's at a jam for a modifier. Input two millimeters for human value and fix the smoking out with option toe champers only . And remember, we previously deactivated the chance for modifier on a frame object. So let's turn it on again now, and we are done. You can use the objects as they are, or you can group them together. Or you can also attach them all into a single object. Personally, I always prefer to attach them all into a single object so it is easier to manage. Let me see if the fire force in case something that happens. Let's open the scene Explorer. We can hide the two reference objects, which are currently frozen. Click only. I symbols here to hide them, then select the object that we want to use estimate object for the attached operation. In this case, I prefer the base frame object. Collapse the modifier by converting it into inevitable Polly object again. And then just the attach command and keep clicking on the panel and handle objects one by one until you have only one object left visible. Innocent Explorer. Now we can close the scene Explorer and let's re name this object toe work kitchen counter , and we have a finished treaty model. I hope you guys learn a lot from this project and for the upcoming projects. Please understand that I won't be explaining the steps as detailed as this project because I will assume you already know most off the basic techniques discussed in this project. 44. Introduction to spline: Starting from this video, we're going to discuss the modelling techniques that use mainly spine as the base object. So what ISP line? Well, if you used Adobe Illustrator before or in escape or used the breath feature inside Photoshopped, you actually have used spine before. Essentially, spines are a bunch off overdoses or points interconnected with curves. These curves can be a straight line, or they can also be a bending curve. Each off the vert. Asus, inside a spine can have handles. We can control the curvature off the lines connected to the Vertex. Using this handles the difference between victor shapes you see in graphic design applications. Compared to spines inside Syria, smacks is the dimension of a vector. Shapes are to the objects, while spines because they exist in three D space. Each off the verte sees inside a spine half X. Why? And according it, the values just like Joe Mentally objects. Spine objects can exist as primitive objects or as irritable objects. For example, we can create a circle by going to the create panel, then to shape and then choose spine down to circle here, click drag on the View port to create a circle. If we have a circle object selected like these and then go to the modify panel, we can still see the basic circle perimeter. We just basically just this radius of value. Here, the circle object is still a primitive object. If we really want to unlock all of the spine editing features, then we need to convert this object into an irritable spine object to do dead. Just as with the geometry objects, we can simply right click and into stone ver toe enters creditable spine. Now, as we can see, we can access the versus the segments and host blind structures. And what is more important, we can no access this abundance plein editing features. The same concept also applies to other spline shapes. For example, we can create a rectangle here. If we go to the modify panel, we can still control the length, do it and also the corner radius here. But if you need to access the sub objects such as versus for the segments or more advanced , explain editing features than you need to convert these primitive spline object into inevitable spine object. You can try an experiment with different spine ships here, such as the lips doughnut arc, etcetera. Now out off this different spline shapes. There is one Eun explain that is not a primitive type, and that is the line. Explain object. If you create a line, it immediately becomes inevitable spine. So if you click line here, then do a serious off click releases on the view port, then rightly, to finish up. If you go to the modified panel, you can see that although it's a line up here, these are basically the perimeters you see in an irritable spine object. You can access the Vertex segment for the whole spine. Sub objects. Unlike Joma, three objects by default spine objects will not be visible when you render them. For example, the circle here. I know we haven't discussed rendering yet, but we need to cover how to render just a tiny bit just to see how spine objects behave when rendered for. Click this button. This is render set up. You can also press FN toe, open this window and then in the render release, make sure it is said toe scan line render to render a scene. We can press this button here that says grander production. Yes, you can see we only see Blake. Color display is not visible when rendered by default. If you need to make a spine visible when render you need hotel to the S mix to create geometry around the spine. To do that, you can open the rendering tab into modify panel. If you click this, the object will be visible when rendering, and if you click this, it will be visible in the view port. If you just radio two DS max will create a cylinder along the spine. You can control the radius by changing the thickness of value. You can also control the number off side segments by changing these sides of value. Now, if you just direct angular option here, you will get a box flowing along this plane. Then you can control the length. Do it etcetera. If you click the render button again now you can see the spine object in the rendering result. The next blind setting we're going to discuss is in preparation in Splain objects. The segments that connect the vert Asus are basically mathematical formulas because off that we can define the number off segmentation dynamically, so if we lower the interpolation value, we get less unless smoke curves until it is at zero. Then we basically only have straight lines. If he increased his value, we get more and more segmentation and so create a smoother curve as a result. Now we mostly need interpolation value for segments that are curved. He doesn't really affect the segments that are straight. For example, if it's like this rounded rectangle again and make sure the enable in view poor option Eastern known so we can see the interpolation better notice a site. Change the interpolation value. Only the segmentation on their own corners changes If he said this took five, for example, then we have 12345 ages on a corner area. The segmentation on the straight segments does not affect it now. What if we actually want tohave segmentation also on a straight line? Segments? Well, we can turn off these up. The mice option here. As you can see now, the segment is also divided by five ages. The last setting. We want to discuss its the adaptive check box. When this is on, then the other two settings do not matter. In this mode to DS, Max will interpolate the spine automatically. It will add introduce segmentation on the spine s needed 45. Line creation and Spline vertex types: in this lesson video. We're going to cover the line object and then discuss different types off Vertex inside spine objects. As we discussed earlier, the line object is a special object that will become inevitable spline directly when created. For now, I'm going to use the view port. Click on the line button here and before you do anything notice. In the Creation Methods section, you can see the initial type is set to corner and drag type, he said. Tobe ese. The initial type means the type off overtakes you create. When you do click and release, the direct type means the type off Vertex you create. When you click and drag, we are going to talk about the differences between corner smooth and basically later on in this lesson video. For now, just make sure that you have this default setting. With this setting, you'll get the same behavior as the mental inside Adobe Illustrator or for a show for the better Tools exists in other graphic design software. Now watch. When I do a serious off clicks and releases, the purpose is created from this process. Our corner type does, making the lines between them straight But when I click and drag like this, the vert assists created around it or they are called busy type. Due to this, the lines between these overdoses become curved. To finish the spine creation, you can simply right leak, but notice we are still in the line creation modem. So you need to rock click once again. Let's say we want to create a heart shape. We're going to use the snapped a great feature toe. Help us create the hardship. So turn on. Snap here, then worth leak. Turn off all off the check boxes. Button on the great points check box here. All right, Now activate the line creation mode again. Click dread here. Move the most up in two grades. Then release the mouse. Move the mouse to the left side, off the initial overtax in three grades. Then click drag, Move it down in two grades, then release the mouse. Then find a great point beneath the initial Vertex s for us for grades. Then click release at this location. Move the mouse to disappoint three grades, toe the right off the initial vertex and include right up in two grades and then release the mouse. Then move the mouse to the initial overtax click drag and move it down into grids, Then release the mouse. Two days Max will detect that we are clicking on the initial Vertex. Therefore, prompt us whether we want to close this plane or not. Click years to make this plain closed, and we have a heart shape. Please try this exercise before moving on, as this will build a good foundation before creating more complex shapes in the upcoming lessons. If you failed at the first Roy, just take your time and try again wanted. That may help you when creating shapes. Using the line object is pressing the backspace key when you need to undo over X creation. So, for example, if you click and click again to create suffer overemphasis at the state if you pressed backspace, you are undoing the last Vertex creation. You can press backspace multiple times to undo. Moreover, theses next we are going to learn how to create non symmetrical sharp curves are also known as busy corners. To do this, we can use the out key. Let me turn off the snapping mode. For now, for example, I can create random shape here, using the line object. Now look closely if I click direct like so then we don't releasing the mouse caught the R key and then move the mouse to another location released the most. Here we just created a sharp vertex. Yet with bending curves around that vortex, we can just continue clicking to create more overdoses and in rightly, to finish up these are and direct method might seem to be a bit hard to perform at first, But trust me, you should spend time practicing this technique as this will be useful not only into the air smacks, but also in other graphic applications in general. Because almost all graphic applications in the world require you to use this technique for creating complex ships. Now you might be wondering. So what is the difference between these Vertex types? Corner smooth, busy in a busy 1/4 that we created using the alky method. If we select the heart shape that we created before and impress one in a keyboard toe directly, go to the Vertex of object mode. We can see the modified panel. It's no open noticed the ver pecs. Don't hear that we created using the click and release method. This is the corner type. Basically, the corner type does not have any handles. Well, this one because we created these were pecs. Using click Direct method, this vertex becomes a busy a type. You can see toe handles coming out off this Vertex By moving this handles, you can control the curvature off the segments Connected tourist Vertex Now the what busy actually comes from a person's name Pierre Busy. He is a French engineer who founded the mathematical formula for this busy curves and handles because the origin of work is in French. Therefore we use French pronunciation. Now if we select the spine and then select these Vertex we created before using the alky method This vortex has handles but the handles are not symmetrical. This is what we call busy corner. You can change the type off overtax by first selecting the Vertex, then right leak notice at the left top area, we can find over pecs types least busy corner, busy corner and smooth. So in total there are four types off spine Vertex into DS mix. We can click busier here, for example. Now the Vertex becomes a busy a type. If you right click in just corner, then we have a corner type. All right, we have discussed these three types, but we haven't discussed the less one, which is smooth, basically smooth. It's like busy, but it doesn't have any handles. The smoothing happens automatically, and so we cannot control it directly. So to recap, both busy and busy corner have handles so we can associate the word busy with handles in a busy a type, the handles are always symmetrical, so the ver packs always looks smooth. Well, the handles in the busy corner type each can be moved independently. These lows us to create shop overdoses. Next are the corner and the smooth types both off. These types don't have any handles. The corner type is sharp as it forms straight lines. Well, the small type will generate a small profile of Vertex by forming curves around over packs automatically 46. Spline creation exercise: in this lesson video. We're going to practice creating different shapes using the line object with the combination off shift and out modifier keys. Domain goal off. This exercise is to understand more in depth how our actions, when creating line object affect the placement off the base he handles for this exercise. I already provided an image here that you can trace using the line object. I already important the image on this plane object. I assume you already know how to import reference image by now from the previous lessons. Currently I am on the top view and said the view port shedding mode to default shading It is important that you do this exercise correctly in the right order from top to bottom. So do this one first. Then the 2nd 1 the third and finally the less one. All right, let's begin activity the line creation mood and zoom in a bit. Click and release at this location. Then, to create a straight vertical or horizontal line, you can hold the shift key, then click here and just keep clicking following the reference image. Now, if you reach the end off the view poor but you are not finished yet. You can actually hold the middle most button and then just direct the view port, the line creation mode. We'll still be active, and so you can continue working from where you left off. You need to do this until the end. I will skip this and move on to the next exercise. For this one, we can start clicking and dragging at this location. Move the mouse until at this handle location and then released a mouse. Then click direct at this location until the next handle location. Then release the mouse and just repeat the process. Just like before you can penned the View port while in this process and so on, I will skip this again and continue with the next one. In this exercise, we are going to start using the all key start from this point by simply clicking. Then hold shift to make the line straight, Then click here and then click and drag at this point so that the curve follows the reference image. And then we don't releasing the mouse. Hope the R Key and move the mouse cursor to this location. Release the mouse, then released the out key. Move the mouse to this location and then click and release. Hold shift and then click here. Click drag again toe. Follow the reference card for sure. Hope out and move to the next tender location and so on. You shall do this until the end. Finally, this is the less one. Quick and release here, then click and release again here next, quick and wreck like so and release the mouse at this handle location and just do the same method for this one. Then quick, direct, like so so that the curve follows the reference image. Then hook out and move the mouse to this handle location. Release the mouse and then release the R key. Next just toe the same multi method on the less boring Here, click here and right click to finish up. So from this simple exercise, we can conclude that when you do click and drag, the final most position will be used as the handles location. This is also true for the alky method. Please take your time to do this exercise properly, because you will need to create more complex shapes in your coming lessons 47. Adding and Deleting: in this lesson video we're going to discuss for techniques that we can use to add and delete. Vortices or segments were going toe cover. Refine, insert, delete and connect. To start. Let's create a doughnut shape. I am on the top view port. Now. Make sure you are in the create panel. Go to the ship step and in Splain category, click the donate button here, then click drag to create the first circle, release the mouse and then move the mouse to define the second circle's radius, then left click to confirm. Next, we need to convert this donut object into inevitable spine. Now I believe you already know the difference between the spines up objects, but let's refute this again real quick, just to make sure that we are on the same page. This is the Vertex mode distractive vertex mode. In irritable Polly object, you can press one on a keyboard to access it. In this mode, you can only select and manipulate versus such as performing moves, bloated and skill. Next is the segment Mordor toe access it. You can click on the icon here or here in the modifier released or by pressing number two on the keyboard, or you can also right click and then to segment. Here. Segments are basically the lines that connect the vert ASUs inside a spine. This is like the H more in irritable Polly object, while in this mode we can select and manipulate segments, the last one is displaying stop object mode. This is like the element mode in irritable Polly object. Inside a spine object, you can have multiple splints. This doughnut shaped object, for example, consists off to splints. This one and this one toe access this subject mode. We can basically use the same methods as the others or by pressing three on a keyboard. All right, the force technique is the refined command. To use this command, you should be in overtax mode for the segment mode. Essentially, we use this command to add more vert ASUs into the shape. To use the refined command, you can go to the geometry section in a modified panel and then click Refine here. Or you can also rightly toe open the court menu and then just refine here while the refined more ISS active. If I click on any location on the spine, a new Vertex will be created. After you are done, remember to right click ones to exit the refined mode. So there is no refined command. Next is the insert command. Basically, the insert command is almost like the refined command. But after ending overtax, we can freely reposition the new Vertex to any location we like. After that, we can click again to create more overt assists to show you what I mean. Scroll down here until you see the insert command, click on it and then find a spot where we want to add more overdoses, click on it and notice we can move this around. If we click here and in here and so on, we can create more over Texas. Now you might be wondering, Why can reinsert command only create new versus in the counter clockwise direction? Can we create Neuvirth assists in the opposite direction? Well, first you need to understand. Let's point objects actually have direction. The insert command creates new overseas based on this plane direction. If you go to the selection section, don't. Here in a displace off section, you can see an option called show vertex numbers. If you turn this own. You can see the number on H off. Divert asses. If you look closely, the numbers are increasing in a counter clockwise direction. To reverse this direction, we can go to the spines up object mode and then select the spine you want to reverse. Then you can right click and choose Reverse spying here. Or you can also scroll down in the geometry section and then click this diverse button. If you do that, you can see that the Vertex numbering is reversed. Now, if you perform another insert command, the new vs will be created in a clockwise direction. The last thing I want to mention is that after the initial Vertex, you basically create Neuvirth ASUs, using the same method as you'll create the line object so you can click directo, create Busia type vert assis. You can also perform the alky method to create busy corner type over Texas. You can also use the backspace key to cancel the Vertex creation. The next technique that we're going to discuss is the elite total it over text simply to overtakes or multiple overdoses and then hit the delete button on the keyboard. This is the first this way to deliver Texas. If somehow you don't have a delete key in your keyboard. For example, if you emulate through the s mix inside an Apple Mac machine, we know that the delete key in a MK machine is actually a backspace key in windows or line ox. So in this scenario toe the lead, you can hold the function button first and then press delete. If that doesn't work, then you can go to the modified panel scroll all the way down. You will see the delete button, or you can also go to the edit menu and then just delete here. All right. Now, you might already notice that the leading over picks will not cut off the spine. Displaying would just reconnect automatically if you delete over packs or overdoses. Now, if you do want to cut off the spine, then you should delete the segments instead. Not the virtuous is so. For example, if I select the segment, don't hit the lead. Now the spline is cut off at this location. Basically, the Konica man will create a new segment from two Enver theses. To do this force, you need to be in the Vertex murder the connector man only available. If you are in the Vertex murder, you can find a connect button here, or you can also write, Leak and in just connect here. Well, the connect more ISS active. You can click on one n vertex and then drag and then release the mouse on top. Off another an Vertex s. You can see a new segment was created to connect the two courtesies. After you are done, it's always you can write week to exit the connect mode. 48. Spline modification: in this lesson video, we're going to discuss three spine modification features the our fill a chance for an outline in my scene here, I have created a rectangle with the size off two meters with by two meters high, and I already converted it into inevitable spine. For us, it's the filet command. The Filic men can be used to make corners become rounder. Basically, it will supplies over packs in tow to avert assists and then create a curve segment between them to use the feel a command. First, you need to be in a Vertex Mordor. Feeling is not available. If you are in a segment mode or in a spine, Mordor then click on this feeling button here until it is active, were in this mode. If you click and drag up the mouse on overtax that Vertex will be divided into two vert assists and form around the corner right click to exit the feeling mode. Another way to feel a is by using the keyboard input. To do this first, select the vertex you want to fill a, then just type in the value here, for example, 50. Then press enter or escape the value that you input will be used to define the length off the original ver packs to one off the resulting vert Assis. We can see we have 12345 50 centimeters from here to here. All right. Another way to Philly is to direct on a spinner here, for example. Force, we can select this Vertex here, then just drag up the spinner here to feel a it. If you want to feeling more people over Texas first you need to select them. Then you can either use the first method which is speaking the button here, and then click and break up the mouse on any off over Texas. Or let me undo these. Well, we have this selected weaken type in here the value or just click and break up the spinner here. All right, so there is the feeling Come in. Next is the champ for command. Basically, this is like the feeling command with the resulting segment that connects the two vert assists form a straight line, not around the car off to use jam, for we can use the same methods that we use for feeling. And just like filet champ for is also only available in a Vertex subject mood. So, for example, you can activity jumper here by clicking on this button, then click and rack up on overtakes like so you can see the line here is trade, not curved. The less technique is the outline command basically outline will double the segments long explain whether be inside or outside of it. The methods off using outline are similar to how use filet or chance for her, but for outline, you need to be in the spines up Object Mordor. You cannot use it. If you are in a vertex or segment motor, for example, you can click the outline button here. Then, while the outline mode is active, you can click and drag on the spine, dragging up. We'll make the outline. Go inside, and reading the mouse down will make it go outside. After you are done, don't forget to right click ones to exit the outline mode again for the keyboard input method or the spinner dragging method. They are basically similar to the Philly or chance for methods. But there is one option here, called center, that its unique only to outline If you turn this on into another outline notice. Both the original spine and a new spine are moving away together off the center. In some cases, we do need this center option, but just be aware that with this option you will lose the original spine as it will also be modified during the process. 49. Spline Boolean: in this lesson video. We are going to discuss Boolean operations inside irritable explain objects. Sword is exactly bullion. Well, the term bullion is actually derived from the name George Bull. He's an English mathematician who helped establish the foundations off the algebra off logic, which is now called William Algebra. Some of the most common bullion operations are union subtraction. An intersection union is more or less like an addition. For example, if we have a area and the area overlapping like this, a unified would be equal to this sea area. Now for a subtraction, a subjective, we'd be equals to something like this. But if be subtracted with A, it will equal to something like this. So for subtraction, the order off the operations will affect the final result for intersection. If a intersected would be, we'll get the offer lapping area as the result. In three DS max, we can create complex shapes by combining two or more shapes using William operations. Before we can use bullion, it is important that you know how to attach and detach shapes first. If, for example, you have a circle that overlaps or rectangle like these, you cannot perform Boolean operations on these two shapes. If they are still independent to one another, we need to attach them so they belong to a single object. To do that, first, select one off them and then converted into inevitable a spine object. Then find your touch button, click on it and then click on your door object you want to attach. Now these two splints belong to a single object, and therefore we can perform Boolean operations on them. If you want to detach a spine force, you need to be in the splints off object mode. Then select a spine, for example. The circle Explain. Then just let touch here now because detach will create a new object to their smacks. Asks a name for that new object. I'm sure you get the idea here for now. I'm just going to cancel it and move on to discussing the bullion operation. To use, explain bullion Operations unit Toby In a splint sub object mode, you cannot use bullion if you are in a vertex or segment subject modes. Next, you need to select the spine. 40 a Oprah in Remember our diagram before we need at least two Ah Prince A and B. The order off the operations is important if you do subtraction. But if you do union and or intersection the order off the operations does not matter. Okay, So after you select the A open, the next step is to select the type off operation or also known as the operator. Whether the union subtraction or intersection, let's like subtraction for now. Then after that, click on the bullion button here. Well, this is active. Click on a splint that will serve as the be Oprah in. Now we have something like this. You can rightly, to exit the bullion mode. Let me undo these. All right now you need to remember that bullion only works on close explains meaning the path goes into a loop toe where the first vertex exists. If any off the splints. Weather BD a open part of the open has a gap Then William wouldn't work just to give you a proof If I select the segment then impressed the lead. Now you cannot perform any Willian operation. A studious Max refused us to select the spine. So again, by knowing this if you ever encounter a situation where you cannot perform Boolean operations on a certain spine. This plane might not be a close to explain. Perhaps there is a tiny gap that you don't see. You can close on open spine using the connect command as we discussed earlier. But there is also on automatic method to do this. And there is by using this close command here. Yes, you can see it did a very good job off patching the circle spine. Another thing you need to watch out when dealing with spines for a Boolean operation is flipped curves. For example. If I go to the Vertex mode and then drag this handle like so we know have segments belonging to a single spine that are crossing on each other, this is a better explain for any circumstances. You cannot perform Boolean operations on this type off. Explain. The last thing that we are going to discuss is how three d co ordinate and local or intention affect the bullion operation. Remember that spines have three access coordinate X, y and Z. If you select this circle supplying, for example, and then move it up on a Z axis so it is floating above directing grow a spine like so. If you have something like this, you can still perform Wiljan operations. You need to know that two DS max only cares about the locals the access off the object when performing a Boolean operation. So it is like looking at the spines from the top view Noticed If you put a form a subtraction like before on the splints the result looks normal from the top view port. But notice if we fuel is from the perspective You port, we get something like this We can see how it curves out nicely. Upward toe the previous circle location Depending on what you are creating, sometimes this behaviour can be been officio. Let me a notice again. All right. Until now we know that bullion operation only cares about the locals. The Axis direction Remember, it is the local Z axis. Not the world is the access. If we go to the object mode and have to move tool active don't change the reference co ordinate to local. We can see the objects locals the Axis is currently aligned with the world is the axis. But if he wrote it the object like so the objects locals. The access is now pointing this way. Not up like the world is the access now in this condition. Although the object is rotated the spines orientation is still perpendicular to the objects locals, the excess direction. It is like nothing has changed. Therefore, the bullion operation, We're still work as expected. Okay, let me a notice again. The problem will occur if you wrote it. This plane's inside the subject mode because if you do this, they are not perpendicular to the local is the access anymore? Now what if you try to bully and rotated spines like this? Well, the result will be like looking at the object from the local Z axis. It looks fine from this view port, but from the perspective you port, you can see that the resulting spline has more complex cover features than how it seems before again. These are the things you need to be aware off, especially when working on complex spine objects. 50. Cross-insert Weld and Trim: in this lesson video, We're going to discuss three methods that we can use to create complex shapes. By combining multiple ships, this methods are cross insert world and dream. Previously, we've discussed bullion operations. We know that Boolean operations have some restrictions. For example, they won't work on open spines and also on flip explains. Well, if you do have this kind off spines and you need to combine them, then this three methods can help you. The first method is the cross insert command. In my sin, I have a circle and a line crossing on it. If, for example, you want to slice the circle using this line, you cannot do that with the bullion operations as the line. It's not a closed spine. Well, the circle is a close spine, but the line is not. So we do this with cross insert instead, force, make sure both the splints belong to a single object. We can do that by selecting the line right leak and then attach and then click on the circle. To use the cross, insert command. You need Toby in the Vertex murder, then scroll down until you see the cross insert button Now, before you do anything noticed, there is an input field on the right side of it. This is the distance trace hold. Basically, if there are segments that overlap one another and the distance between them, it's below this number. Then cross insert will work. But if the distance is higher than the given value here, then cross insert wouldn't work. The default value is already good, so just leave it as is next, clicked across insert button until it is active. Then you need to find crossing segments. So just this one here click on it and this one also click on it. Then you can write Leak to exit the cross insert mode. What just happened is there we just created versus at the segments Intersection locations. If you want to remove the segments that you don't need, presto goto the segments of object mode. So, like the segments you want to remove, don't press the lead. So now we are left with just the segments we want to use at this stage. It seems that we are done, but we are not. You see Cross Insert will actually create over Texas on H off the intersecting segments. Basically, we have to overdoses here and over Texas here also. So just remember that after doing across insert, you need to fix these double overdoses problems. And we can easily do that by using the next technique that we are going to discuss with this world. Basically well, we rejoin vortices based on the provided distance threshold. To use the world command, you need to be in the Vertex mode. You cannot access it If you are in a segment or the splints up object modes, you can see the world button here. You can also access it via the court menu to use well. First, you can select only divert, Aziz that you want the world like so or if you are certain that the other overdoses are located much further than this threshold value. If there is the case, then you can simply select all off the vert ASUs by pressing control a then click world here. Now, if I try to move this ever theses, we can see they are already joined together. Okay, the less technique that we're going to discuss his dream dream is like cross insert on steroids. Basically, it will remove unwanted segments, but also advert assists at the intersection points automatically. But before I show you how to you stream, I think now is the perfect time to show you how to use this. Create line command. Basically, with this command, you can create a spine like you normally do. Create line objects from the create panel. So all of the techniques off creating the line objects also apply to dis command, like right taking to finish up line creation or click dragging to create a busy overtax or holding up and drag etcetera. But this plan you are creating using this method, we'll become part off the subject right away. You don't have to use the attach command afterward. Okay, so now we have something like this. To use the train command, you need Toby in the splints of object mode. Then you can find the trim button. Don't here beneath the bullion buttons. Well, this is on. You can hover your mouse on any intersecting segments and just click on it to remove it. This is a great tool to quickly clean up messy, intersecting spines. After you are done, remember to right click once to exit the three mode. Now this, like cross insert, you will have double over Texas. A spark off the result. We can tell this right away by looking at the vert ASUs color. The yellow color vortices are the starting for Texas. They have vortex. I d number one A single spine can only have one vertex with yellow color. If you see a bunch off them like this, this is a strong indication that we are actually looking at multiple Explains not one continues Splain to join this double vert ASUs. We can simply use the world Command like before, so make sure you are in overtax more now Then control a toast like all then right click and interest will vote assists here. Now we have a single close to explain as the result. 51. Extrude modifier: in this lesson video, we're going to discuss the extra modifier domain purpose off spline existence is to help us create three D geometries in one way. To do that is by using the extra modifier, essentially the extra modifier at step or thickness to display in objects. To give you an example, let's create a star shape, reduce the points value to five and an increase the field radius one value so the spikes become rounded. After we have something like this, we can add the extra modifier to add some thickness. Just increased the human value here. Now we have a nice looking three star geometry. Let's discuss some off the perimeters. The segments here determine the number off ages at the side area to see the effect. First, you need to press a four so the view port displace the ages. The more you increase this value, the more ages we have on a side area. The cap start option will define whether we have polygon closing the bottom part or not Well kept an option defiance. The top part next is the moth or great option. This is used to define the pattern off the invisible ages. ADVOCARE Polygons In most cases, you don't really need to care about this option unless you want to edit the geometry further, using inevitable mesh modifier. If you want to see the difference first, just morph here, then at modifier caught the edit mash. Modify error. Measure the show and result option is on. Then go to the age sub object mode. You can see the invisible structure off the Kapali gone. It's like this when we use them off option. Now if we go back to the extra modifier, just just yes, don't just great. Now go back up and activate the H subject mode again. We can see the great like structure on a cap polygons. Honestly, I never find a good reason to use these invisible greed, so I never use it. Let's remove the edit mesh, modify error and just used the default option, which is more fun. The old put option determines the type off Jerome entry produced by the modifier just set this to the default, which is smash. We've discussed about this before. In summary, the city industry mostly doesn't use pressure or nerves anymore, and rest is about texture mapping, which we're not going to discuss in this section, but we can discuss the smooth option here. If this is off and we press a four to hide the ages, you can see how the rounded spike areas become visited. If we turn this on again two years, Max will add on automatic smoothing group on the geometry. All right, one important concept to understand when dealing with the extra modifier is the nest. That's plein. What I mean about Nestor explains, is, when you have closed spines inside another close explain, For example, you can create a donorship like so the doughnut shape is unique because we have a close spine inside. Another close. Explain if you add on extra modifier. So this object yes, you can see the inner closed spine will become a whole Now what if we have another close spine inside the whole area? Well, it will become solid again to show you the proof. Let's first convert this object in tune, irritable spine object. But notice when you rightly and try to convert this object. The irritable explain option does not exist. Voice there Well, that is because the object is now a geometry object thanks to the extra modifier to convert this subject into inevitable spine, we need to remove the extra modifier first. Then we can convert this object into inevitable. Explain to create another circle at the centre Go the response up object mode, select the spine. Then activate the scale tool. Hold the shift key and then scale this down. We just created a duplicate while performing a scale. Now go back to the top level Mordor. And if we add on extras modifier on top, we have a solid area, the whole and then solid again. I'm pretty sure you get the idea here. One last thing I need to mention is that Nestor explains only work if the closed explain fully encapsulates the other close spine. If they are intersecting just a tiny bit, they will not form holes. For example, if we go back to the irritable explain and make sure the show and result option is turned on. If I select the second circle here and then just move around on the X y plane notice when this plane penetrates the large circle spine, the whole effect is gone. And now the small circle that becomes the whole 52. Project S letter logo: in this project video, we are going to create a ness leper logo using the techniques we've flown before. This project will be a bit different because I'm going to challenge you first to create this model before watching the video. So you need to be creative in utilizing all of the things that we've learned to create this model for the measurement you can freely use any size you like. The focus off this project is on the modeling techniques. Not on the measure, Hman. But if you do want to create exactly like mine here, the total circle radius is 50 centimeters. So the day meter is one needle for the with off the bar here, in here. Both are uniform, which is a 10 centimeters. Okay, So I want you to post the video now and start creating the model. After you are done, you can and resume the video again to see exactly how I model it. Okay. I hope you successfully created the three d model already. If not, then you can try following my workflow, Presti, to use the top view port. Then activate the treaty snapping mode. Make sure you have the great points option turned on and just turn off the rest. Let's zoom in a bit. Career the surgical ship. Drag it from the center until five grades away, then release. To be able to edit this circle, we need to convert it first in tune, irritable. Explain before we start creating anything, notice how this line is a bit jagged to make it smoother. That's increase the interpolation value toe 16. All right, Next we are going to create the letter spine. For this, we can use the create line command using this button here. Or you can actually access it via the court menu. Click create line here, then click here, then here and so on until we get something like this, right click to finish up. And then we can right click again to exit from the create line mood now, because we won't be needing the snapping feature anymore. We can press s toe, turn it off. Next press one to go to the Vertex mode. Then we want to create the curve for Director s for this. Dislike this for over Texas. We're going to use the feeling command, so scroll down until you find a button and then just drag up the spinner here. Like so what is so great about feeling is that even if you direct the spinner up too much, the vert assists will just meet at the centre and not overlap. Yes, we do have to overdoses here, but they are connected nicely and are not offer lapping, so we don't need to weld them. Okay, Next we want to convert the spine here toe have a 10 centimeters. Take nous. We can notice using the outline command, go to the spines up object mode by pressing three. Then select the spine. Find the outline button button on the center option here for then just input then and enter . And now we have 10 centimeter thickness alone. The original spine. Next we want to a thickness also on a circle spine. But inward. Fourth and centimeters. Two dead. Select the spine first. We don't need the center option. Now double click here and then type in then Then enter. So now we have something like this next to march the segments in this area and this area. We can actually do this in suffer or different ways. We can use the cross insert command or a dream or William because both off the spines are closed spines we can notice easily with the bullion operation. Basically, we want to subtract displaying with this plane, so select this. Explain first, then select the soap track bullion operator. Then click on the bullion button, then select the S spine. Now we have something like this. The next step is to convert display an object into a three D geometry object. Press tree again toe. Go to the top level mode. Let's press p toe. Goto the perspective. View port at an extra money fire to the object. Now we have a treaty object. Let's just put 10 centimeters 40 Ammon value. Finally, to make the sharp corners a bit blunt, we can add chan for modifier for the amount value. I think I just go with five millimeters. Next, fix the smoothing group by setting it so small Chambers only and I think we need to increase the chance for segments toe to and there you go do final model off our logo project 53. Project Circular ornament: in this project lesson video. We are going to create this circle or ornament. The skill to create ornament models like this is very important, especially if you are doing lot off classical architectural projects. For example, you can apply the techniques for creating war decorations or four floor patterns or laser cut wood panels, etcetera. For this project, I already prepared reference image using for a shop off the record for a disclaimer. I do not create this image from scratch. I don't know that the original image from PNG fuel dot com and exchange the color so it looks easier on the eye when working inside to DS Max Force. We need to create a plane object for the reference image. So click plane here because the reference image I provide already has a square size ratio. You can turn on the square option here and just great direct from the centre until about this size, we're not going to worry too much about the My German for this project, right click to exit the plane creation mode and then activate the move mode. Center out the plane object. Next, open the File Explorer or your image browser and just direct the image onto the plane object. We're going to walk mainly in the top view Port Press F three to activate the solid view mode. Now, if we zoom in, we can see that the image is pixelated. We've discussed this before. We can change the view boat moored toe, high quality precept so we can see the image in high resolution. Okay, At a glance, the shape looks very complex. But if you break this down into its components, we can see six repeating elements. And if you look even more closely, each element is symmetrical. So basically, we can just create one part and in myriad and in duplicate it. So we have a total off six elements. The first thing that we need to do is to create the circle or guidelines. We have a total off six elements each. We toe mirror sides. So we have a total off 12 divisions. 3 60 divided by 12 equals 30 degrees. Okay, So to create the guidelines, we can create a spine object called the Ark and just click direct, like so to create the initial ship. Next, we need to move this object to the center. Then go to the modify panel. You will see the from and to input fields. Remember, we need 30 to Greece. So input zero. Here, Press tab didn't type in 30. Next, we actually need lines, not the curve. To do this, we can activate the pie slice option. And then we need to make the radius large enough that it covers the reference image again. We only need these two lines here that form or 30 degrees angle next, convert the ark object into inevitable spine. And before we draw anything, increased interpolation value 12. So we have a smoother result. All right, now, here comes the fun part to create the shapes. We're going to use the create line command. So right, leak enters. Create line here now to create a shape. You can actually approach this in two different ways. The first method is to try creating shapes like we normally do. So, for example, we can click here, click drag here, click here, click drag, and then hold the R Key and move the mouse to this location and then release here and just do suffer or click drags to follow the reference right click to finish up. After that, you can go to the Vertex more and just fix the curvature by dragging toe handles as needed . So this is one way to do it. The second approach off creating shapes is by focusing on creating only the vert assist first and then later convert them and edit them as needed. For example, right click again and interest create line, then click here, then here and so on again. Basically, we're just creating corner type overdoses now. After that, we can convert these Vertex, for example, toe busy a corner so we can adjust the handles. We can also move, divert assists as needed. Personally, I don't like using this approach as there are more steps we need to take. But if you are very new to victor everything and still struggling to get the hang of it, this approach might suit you better. Now, when editing shapes human experience that when you try to select overtax or cycle handle, you accidentally select and move the transform this more instead. Because off this issue you might want to hide the transform this more when anything explain to hide the transform gets more first click on the X Y plane elbow. So both the X and Y access are active while both off them are active. You can go to the view menu and in turn off the show transform gets more check box. Now we can walk faster as the transform gets more is out off the way. I'm spitting up the video now, as there is nothing new to discuss. One gave you off. Using the Create Line command is that it will not auto connect the segments if you start creating from on existing Vertex. This is a bit different from the other two defector applications, such as Adobe Illustrator. So if you start creating a shape from on existing Vertex, just remember that leader you wanted to help them manually. I'm spitting up the video again. - Okay , so too well, these two overdoses, we can select them both find well, button. Then let's increase the threshold value to a larger number. For example, five just to be safe. Then hit the world button here. Now the overdoses are joined together. The next step is to clean up the spines, using the Dream Command press tree to go to the spines up object mode, find a train button and then click on it. Then just keep clicking on all unwanted segments. Now we have clean spines, but as discussed earlier, dream dust not automatically. Well, the overdoses. So press control A. To select all of the over Texas scroll up until you see the World command. Turn the threshold value back toe 0.1 centimeter. Then click the world button here. Now the previous and Verte sees have joined together. Go back to the top level mode, press speed to go to the perspective view port. We don't need to see the reference image anymore. We can delete it or decided in case we need it again. Later select displaying, object and at one extra modifier. Let's try it. 10 centimeters. No, too high. I think two centimeters is just about right. So until now we have something like this. Next, we need to mirror this on the Y access. To do that, we can add a symmetry modifier. Change these toy access. Now we just finished one element that can be repeated six times in a circular direction. Goto the toes menu, then to stray. Previously, we used the ray for position or duplication. Now we are going to use the rotation feature off it. We only need to rotate the object and is the excess for a 60 degrees in Cremin. If I click the preview button, we can already see the final result. But this is actually too much. We need to reduce the Khan values here, the only six. If you have 10 cone values, then there will be some doubles or intersecting polygons, which will cause problems later when you render them okay, and you also want to make sure that this is set to instance. Let's click the OK button. The reason why we prefer instance is that it will be easier if later you need to make changes. For example, if it's like any off them, then go to the Vertex subject mood. Turn on the show and result toggle button. If we move these Vertex sorry, we should turn the transform this more back on notice. If you make changes to this object, the changes reflect to the other objects as well automatically, so that is the benefit off. Using instance now, if you need to move these objects around, perhaps you need to put them on a wall. It will be much easier if you combine them together. If you want to preserve displaying irritability along with the body fire stack, you can select them all and then group them. But if you are sure that you won't be making any more changes to them, you can just combine them as inevitable. Polly object. But let me duplicate this first, so we have a backup to combine these objects into a single, irritable Polly object, select any off the objects, then converted into an irritable Polly object, rightly and then just attach. Then just click the other objects one by one until all of them joined together into a single object. Now we can easily select it and move it around. Also, this is actually less demanding on the system memory. 54. Project Tileable 3D pattern: in this project lesson video. We're going to create this terrible pretty Britain based on a reference image for a disclaimer. I don't know that this reference image from 1 to 3 r f dot com Just like the previous project, the skill you gain from this project can be very useful for creating wall panels or will relieves or for richer etcetera. Basically, anything that requires are available to the pattern. So let's begin. First, let's create a plane object said it to square as the reference image has a square size ratio. Click drag from the center and zero out all of the coordinate values. Next, you can place the reference image onto the plane object Presti toe, go to the top view port and press F three to see the surfaces. Then, to make the image looks better, you can press shift after three or just click here and just the high quality precept. Now you really want to avoid working on images that have a pure white color like these, because two DS max, by default, uses white color for the sector objects, so you can imagine having what colored objects on top off a white colored background. It will be very hard, if not impossible talk like that. Previously I edit that the image is off the record in for a shop to make them darker. Now I'm going to show you how you can do that right inside to their smacks. Opened the material any terror by clicking this button here or simply by pressing M on the keyboard. Then open the material off the plane object. We can use this. I drop or tool and click on the plane. Object, then double click on the material so we can access the perimeters in the right section. Force, we want to remove all off the shading colors. So set the self illumination value to 100%. Then for the review scholar, we want tohave a dark blue color. OK, currently the diffuse scholar doesn't do anything as the texture image is overriding it. This is like the image is on top off the leaf, you scholar, and covering it to reduce the image capacity so we can bring back more off the diffuse scholar We can expend the maps section here You will see the Defu scholar map sort produced human value here toilet and percent. Yes, you can see we know have more dark blue colors than black and white colors. You can press them again to hide the material editor toe, create one unit off a terrible pattern. We need to pick one point in the image and then try to find the next similar point in or diagonal direction. So this is the next point. Then we can create correct angle. Based on those two points, this will be the area we want to focus on. To block the area. We can create a rectangle. Let's zoom in a bit, then click on this point and then drag until the second point. Don't worry. If you cannot get it right at the first Troy, we can't wake it further by first converting it into notable spine. Go to the segment mode, select the upper segment and move it up and down as needed. Then select the left segment. We can click the X zero to constrain the movement to the X access. This way we can direct the segment on the X axis. We don't directly using the transform geese moon, then the right segment. Finally, we can adjust the bottom segment used to access constrain for the segment. Next we can start creating the shapes. Let's start with the circle Press tree again to go back to the top level of Mordor, goto the create panel and create a circle in this location and just adjust the position so it matches the reference. I think I need to make it just slightly bigger. OK, next we can copy the circle by holding shift and ragged here. Just the position again as Nida then hold Schiff. Well, dreading the circle to the right. Remember, we only used the X axis now and should not change your excess position. Next, we want to create the s letter ship. Let's stop in this area. Used the line object. Turn on the snapping mode. But for the setting, turn off everything except the Vertex option. All right, click here to snap police overtax. Don't press as putting off the snapping mode. Then click here then here and so on until we are back to the first Vertex Juicy s to close the spine press one to go to the Vertex mode, then select this overtax here and that's convert these into a bay Zia type just the handle . So it follows the reference then this Vertex convert this into a busy A type also just the handles as needed. Now for this Vertex. This should be a busy corner time. This one should be a busy corner type. Also, I'm spitting up the video now, as there is no new technique to discuss. After we have the shape that we one go to the top level mode, Hold shift and read it upto copying. Click OK to copy. Then activate the snapping mode. Hover on this Vertex and in regular tow snapped this overtax next, turn off the snapping mode. First they in duplicate the ship to this area. Now, though, flip this object Recently, we can click this mirror button here dis click the OK button because the default setting is already crack. We want to mirror in the X axis and we don't need to create any duplicate. Okay, so we have a mirror version, then just position it and duplicate again and just repeat the process. After you have all of the ships in place, we can now combine them all into a single object. We can select the rectangle shape rightly and in just attach and keep clicking on the other shapes. Toe. Attach them all right. I think I want to increase the interpolation steps toe. 10. Next, go to the spines up object mode and then activate the dream Command. Keep clicking on the segments that we don't need to remove them. After you are done, you can go back to the top level mode. We want to hide the reference image, click on it and then right click and choose Hide Selection. Press B. Previously, we have one world the versus after performing cream. So let's go back to the Vertex sub object mode. Control A to select all, then for in the World Command and then click on the button. All right. Next, press one to go back to the top level mode. Then at an extra modifier. Let's input two centimeters for the amount value. So until now, we have something like this. Next to duplicate the object to the X and also the Y direction force, we need to know the exact dimension off the object. How much do with and the length of it. To do that, we can open the utility spinal, then click on the measure button here so we can see the precise dimension. Don't. Here. We're going to use these numbers, Leader. Okay, now open the toast menu. Dangerous Array. Let's say we want to create an copies in that direction. We need to use the X movement field and input these X dimension value. So type in 16.871 then enter. Now we can turn on the preview button. Here we can see the object is repeating seamlessly. Next. We also want to duplicate that way. To do that, we need to use the Tour de mode for that direction. I think we only need five copies, and we need to use the Y axis were in putting this. Why dimension value? So type in 29.233 Now we can see that our treaty Britain works seamlessly in the Y axis direction. Also, we can click the OK button here. Finally, as we discussed earlier, you can group them all, or you can also convert one off them toe inevitable Polly and just a patch them 55. Lathe modifier: in this lesson video. We're going toe cover the late modifier. This is the second modifier that we can use to convert spines into three D objects. So what is exactly late? Well, you can think off late like a pottery process. When creating visas, a pottery maker were put lump off Klay on top off a revolving table. He only needs to reform the clay at one side as the revolving table distributes the changes around Oakley uniformly essentially with the late modifier, you only need to provide a profile explain like this one. The let modifier then revolved this plane. So it becomes like this to the object now to create the profile spine for late modifier. There are several best practices that you should follow. First, you should use the front view port when creating it. Second, you should create the profile. Assuming that the profile is located at the right side off in the final result object and the third you should create displaying from bottom to top. Just remember these three rules as this will avoid you from doing any additional works later down the road. All right, for example, let's say we want to create a ball before we start. Let's turn on the treaty snapping mode for the settings. Turn off everything except the great points checkbooks to create the profile for the bowel . Remember the rules Press F to go to the front view port. If the ball model will be here at the center, then we need to create the profile of spine here at the right side, not here, because this will be the left side off it. OK, go to the create panel and click on the line button. Then we want to start from the bottom and then move up. So click here to snap to the center. Then click here at this point press s Turn off the snapping mode. Click here. Click drag here to create a busy overtax. Click here, then here. Then click Drink again in here, then click here. From this point, we want to create a straight horizontal line and also snapped toe the center at the end. So press s puttin on the snapping mode. Then hold Schiff and move the mouse toe a great point near the center line. Then click here right click to finalize the line creation. Then right click again to exit the line object moder and press s to turn off snapping. All right, we know half a profile for our bowl object, press B, then go to the modified panel and add late modifier. Currently, we have this ugly looking object. The problem with this object is that the late modifier is using the center off the object as the rotational access, you can access the access by clicking this expand button and click on the excess tax. Here, in this mode, when you do a movement, you are moving delayed rotational axis and not the object itself. Now the move, the access, Toby. Exactly. At the left. Most Vertex location. We can just click the minimum button here. So this will move the access back to the center, and this will move it to the right. Most Vertex location. What we need now is the minimum option. Okay, now, no. To solve the center area. Looks like having a flipped normal issue. If you press a four, basically, this is because there are many vert assists at the center area that are not welded together . So to fix this, we can click this world core option here. We don't need to flip the normals. Yes, they are already crack for the segments value. I think we need more to make it smoother. Let's input 36 for now. Press therefore again. So this is what we have so far for the direction the default value is the y axis. If he said this two x axis, it will use the X axis direction as the rotational access. And this is what happens if we use dizzy access. Now the let modify your only cares about the local access off the object and not the world access. If we go back to the object mode and use the local reference coordinate, you can see the Z axis off. The object is this way and why access is this way. Just remember that every time you create line object or other ship objects, actually, the locals the access, it's always perpendicular to the ship plane. Okay, so again, the default direction is do I access and make sure you set this to minimum. We already cover this options here when we discussed the extra modifier. But what about this Kept start and kept an options here They don't seem to do anything well to see what these options do, we need two things. First, the profile has to be a closed spine. And second, we need to set the degrees of value, Toby lower than 3 60 to show you what I mean, you can go back to the line based object, goto the spines up object mode, then find a close common Don't here and then click on it. We now have a close spine. Now go back to the top level mode and then go to the late modifier. Produce the degrees of value here until around this number. Now, notice if we turn off the caps, start option will get the whole in hysteria. And if it turn off the kept an option, we'll get the whole Also in this area most off the time you want to turn on these two options. Okay, guys. So that is the late modifier 56. Project Echasse vase: in this project. Lesson video. We are going to create these surveys called SS, which is manufacturer by a Danish furniture company. Quote menu. The product has three different sizes. The small one, the medium one and large one. We're going to model the medium one, which has, ah, height off 45 centimeters. Press F to go to the front view poor. It's always let's create a plane object said it to square and click direct from the center . Press after three. Then press she if half three toe activity the high quality mode. But turn off the shadow and also turn off the Ambien occlusion. Next, open your file explorer and direct reference image onto the plane object. Just like before, we're going to make the image more towards a dark blue color. Previously, we used this type off material any terror, which is basically a note based 83rd. Now I'm going to show you that we can use a simpler material, Eddie Terror, which is this one. We can use the eyedropper tool here to pick the material, maximize the self illumination value 100% and then changed the diffuse collar toe a dark blue color, go to the maps section and said that if you scholar among value here to 10% as you can see , we now have more or dark blue colors than black and white colors. You can close the material area terror with the expert on here or by pressing M on the keyboard. Next, we want to move the lever point so it is located at the centre bottom off the product image goto the hierarchy panel and activity the effect before only mode press w and over the pivot point. So it is precisely at the center leg at the bottom off it. After it is done, you need to turn off the effect before only mode. No, we can position the reference image so it is at the center off the world. Next, we need to create a dummy object that has, ah, height off 45 centimeters, so crispy first, Then create a box object, then said the height value. So 45 centimeters press F. We need to scare the reference image toe. Follow the height off this object, so select the reference image and scale this down uniformly like so. If you need more position. You can hold the all key and then wreck this spinner. Okay, Now we can delete the book subject, move the reference object to the back to make it unaffected by any changes. Goto the display panel, turn off the show frozen in gray option and increased the object. Now we cannot select nor transform the object Go to the front view Poor press g to hide the greed for aggressive ways. We are going to use the late modifier and in a shell modifier. So activate the line creation mode. Start from the center line here, Like here. If the zoom level is too close, we can hold the middle mouse button, depend a view port hold shift and then click here Then go up until this point. Click here then rightly to finish up and then right click again to exit the line creation murder Next goto the Vertex mode by pressing one directness overtax to the left. Then we want to convert the selected vertex toe around kerf using the feeling command in the human three section. Find a Philly button and indirect the spinner up. If it is too fast, you can hope the all key while doing it. Drag it until you get something like this. Before we tweak the vert assis, you can see how the skirt is jiggered. This is due to the low interpolation value. We can find the interpolation value and change it toe 10. But before that, I think I want to explain that you can actually reorder the section in the modify panel. Let's say we want to move this interpolation section to the top to do that. Let me collapse all of the sections first so we can see the process much better. Okay, so the move, this interpolation section so it is below the rendering section. You need to grab on this sandwich, Aiken, and then drag it up like So now the interpolation section is on top. Let's change these 10. I think this is enough for our vase. All right. Last week, the ship now select this overtax and enough police to the right and indirect this handle to the left. Then move this vertex slightly to the left. But make these lower handle longer. Now, let's small for this handle to the right. Just a tiny bit. In this condition, you can see that there is a snapping mechanism when we are moving to handle it Snaps between Lanier state and a curve state. Now this actually happens because three DS max tries to optimize the H counts automatically at a certain degree. Threshold. Turn off this effect. We can turn off this up the mice option. Now we can move this handle. We don't the snapping restriction. I think we can adjust the vert assists more to make it similar to the reference image. Okay, let's go back to the top level mode. Now we are going to apply. The late modifier turned this profile spine into a three d object. So at the late modifier, the access is currently at the center. We can just mean to fix this for a speedy and then therefore the overall topology looks nice, but we can still add more segments to make it even better. And if we zoom in and end rotate to see the bottom part closely, we can see we have a stacking verte sys problem at the center. We can turn on the world core option to fix it, and that's input 36 for the segments value. Now the vase looks better because we turned off the optimized option in interpolation section before we get this over crowd of each loops at the bottom area. We can fix this issue by converting the object in tune, irritable Polly and then rotate and zoom in again to the bottom part off the ways goto the age subject mode to select on a cello. Previously, we used the shift key method. Now we are going to use the double click method, so double click here, then hope control and double click again doesn't like more H lobes. You need to be very careful, though, when using the double click method off seen so many cases that my students accidentally move the ages instead. All right to remove the H loops. If you just click, remove here. This We live over Texas at the intersection areas and create a lot of non court polygons. Let me under his first. What you should do instead is after you rightly hope the control key and then press the remove button. Now those leftover overdoses are gone. Go back to the top level mode. Currently, the model doesn't have any volume or weakness. This will cause problems later. If you're and read to fix this, we can add a shell modifier. We don't want a thickness going out, but it should be going in. So turn the outer amount value to zero by right clicking on a spinner and an increase this inner amount value. I don't know the exact number here, but I think three millimeters we'll be fine. So this is what we have so far. Let's move on to creating the legs for this. We're going to use the line object again. So go to the create panel ships and in line. Let me zoom out later, click here and then hold chief and move the mouse down until the bottom and then click again. And what leak? Then for the leg bridge. Click here, hold shift and move the mouse to the left side and then click here. Then, rightly, we're going to use the symmetry modifier later. For the left part, right click to exit blank creation mode, right click again and then to attach and click on this link. Explain now they are a single object. Next to make them look solid, we can go to the rendering section then enable both the renderers and Vieux port options here, then for the site segments. I think 12. It's already good as the object is relatively small, but we can still adjust the thickness value to better match the reference image. You can hold out to make the value changing in a smaller in Cremin. I think I need to adjust the position off the lines just a tiny bit to make them perfectly aligned. And let's adjust the thickness of value again. Okay, I think this is enough. Go to the top level mode and at a cemetery modifier, you can see that the mirror plane is located here, which is the People Point location. We want it to be at the centre off the world. To do this, we can activate the mirrors up object mode and off the mirror plane to the center toe quickly and precisely movies to the center. We can just zero out the x coordinate press B So this is what we have so far. But notice we have so many ages here. This is due to the line interpolation value to fix DS, we can go back to the line based object you can turn on the show and result Local button and in interpolation section produced the steps. Value toe five. I think this is enough. We don't want to go too low as that can cause smoking group problems go back to the symmetry modifier now for the other two legs. In this direction, we can duplicate this object and rotated, but I'm going to explore a different approach. Now we can rightly, on a symmetry modifier and then to Skopje and then right click again into a spaced. Now we have to symmetry modifiers, select this one and go to its mirrors off object mode. We want to rotate the mirror plane 45 degrees so active it rotate tool and also activity. The angle snap mode. Rotate this as far as 45 degrees. Currently, we get these fellowship legs. As a result. This happens because off three DS max slices and removes the other half toe. Fix this. You need to turn off the slice along mirror option. Now we can see all off their forelegs. Next. We want to make the model look more realistic by adding rounded corners on this steep ages as you can see in a reference image. The tips off the legs are actually a bit rounded. Basically, we can do this by adding a chance for a modifier. The object looks messed up because all off the ages get pampered. Let's fix the Mont Value first toe, only two millimeters. Next we want to constrain the chance for so it only affects ages that form 90 degrees corner. Currently, it is said toe 20 degrees, which is too small. That is why it effects all off the ages. Let's just input 80 and for the segments I think we can set this toe to so we get this nice rounder kerf. Until now, this is what we have. Press therefore, to hide the ages. I think the smoothing group already looks good, so we don't need to change the smart setting. Let's combine the two objects into one, select the legs and converted into inevitable. Polly now noticed that the Objects People Point is located here. The ideal location should be at the centre and at the bottom off the object. So goto the hierarchy piano and then turn on the effective but only mode and just zero out . All of the coordinate values, then we can turn this off again. Next, we want to attach the glass, the vase object. So right click and then just attach and then click on over a subject were likely to exit the attach mode, and we have a finished model. 57. Bevel profile modifier: in this lesson video. We're going to discuss the bevel profile modifier disliked the previous extra modifier. We use this modifier to convert spline objects into three D geometrical objects. But unlike the extra modifier that only adds lanier thickness. The spine objects. The bevel profile modifier can produce custom extrusion shape Torchy off these, the bevel profile modifier can use two different methods. First is by using pre defined presets and or perimeters, and second, by using another spline object for the profile reference, let's discuss the first method, which is using parameters. Let's create a starship. Make any changes that you like on a starship. Now, if you open the modified panel and click on to modify, release and in pipe B e e, you can see two modifiers here. Bevo and Bevel profile modifiers. Currently, we are discussing the bevel profile modifier and not the bevel modifier. Okay, so make sure you click on a bevel profile modifier here by default. The Wever profile modifier will create this Fred geometry. You can Arctic nous to it, but increasing this extra value. The extra segments here determine the number off ages on the side area to see the difference. You need to press, therefore force. As you can see, the more segments value, the more ages we have along the extrusion hype. Now, what makes Bevel profile different from the extra modifier is this. Options don't hear the spooled on lease provides pretty find presets for the bevel ship. This is concave. This is convicts. This is in grave and so on. Let's change this back to concave. The Bevel DEP defines the size off the level area. This value will change both the height and width uniformly, but if you turn on this with option now, this depth value will only affect the height and with value here will only affect with the push. Perimeter can be used to change the direction off the profile a negative value. We reverse the effect. Let's change this back toe one as the default value the outline offset is used to add offset to the baseline object. The steps of value is used to determine the number off ages in a bevel area. Let's just set this to six for now. Next is the optimize option. This option is useful to automatically reduce ages on flat surfaces to see the effect off the optimize option. We need a linear shipped bevel profile, less use and grave here. For example, if you turn off the optimize option here, each segment will have six ages. Even though these surfaces don't need that much as they are just flat surfaces most off the time, it is better to just lift this option on the biggest feature off the Parametric bevel profile is this bevel profile any terror? Basically, with this waiver profile, every terror you can create your own custom profile shape, and you can even see if your custom ship s one off the presets. You see here in this list for now, let's be concave here. Then click the flavor profile editor button. A floating window will appear displaying the bevel profile based on a concave precept. You can see the curve here. It looks like the shape off the bevel area on the left side off the object. If you want to make changes here and see the result directly on the object, you can turn on this option called auto update. Now, if I click here for example and then regular like so the treaty object changes automatically so That is how you add a new point on a profile. Simply hover the mouse on any part off the curve until you see a doctor Corser and include direct to create a point to remove a point, make sure the point is selected force. To do that, you can have her the mouse until the plus cursor appears and then click to select it. You can also click drink like this to select multiple points. To remove them. You can either click here or express the delete key on the keyboard. Now by default. Clicking and rigging will create a corner type poin. If you want to convert the point toe busy or a busy corner type, you can click this button for a busy corner type, and it's button for a busy a type. Or you can simply hover your mouse on any off the points and then right click, then just the type you want to use. So these are the basics off, creating custom bevel profile shapes. If you like the shape and you want to save it so you can reuse it again and again. In the future, you can click this safe s button and name it toe weedy, just for example. And click. OK, next time you create a bevel profile, you can recall the shape boy the precept pulled on lease here. Okay, Now what if you want to remove your custom preset, Can we do that? Well, yes, but you need to do it manually. You need to open your file Explorer and then find a folder Were two days max stores the user data. Usually it is in C drive. Users, then user name order desk, your two days max version, user settings and bevel presets. In this folder, you can find all off the custom level precept files, dislike the file you want and then related. Now, if you go back to two ds max and switch to a different level precept, sometimes you need to do this a couple of times. Now, you cannot see the custom bevel profile anymore from the lease. All right, so that is how you create bevel profile using the parameters for the capping section. I believe you can explore ease on your own and for the kept type. We already discussed this in the earlier extra modifier lesson, and we need to skip this area as we haven't discussed material yet. The second method off creating a bevel profile is by using a secondary spine for the profile reference. So basically, you need to spines for this method work force unit, the baseline and second, you need a profile spine. When creating the profile. Splain. There are several best practices that you should follow. These rules are not mass, but this can save you from additional works leader. Okay, the first rule is always try to use the front view port when creating the profile. Second, create the profile as if it is located on the right side off the based object. And finally, if you need to create an open profile, then you need to create it from bottom to top foreclosed spine profiles. You can create it from into any direction you like. We'll discuss more on this later. For example, let's say we want to create a classic style painting frame. First we need directing. You little be subject, so let's create a rectangle in the perspective. You poor set the length toe 100 centimeters and with toe 170 centimeters. All right now let's create the profile. Remember the rules. Go to the front view poor, create the profile on the right side, off the base subject. And also make sure you created from bottom to top first click in here. Then in here and so on. I am creating only corner type worth assists. Now, just to speed things up, make sure the overall height off the profile is not higher than five centimeters. For your information, this greed is at 10 centimeters size by default. So try to make the profile Toby more or less at half off the greed. All right? No, that is done. Press be selectively subject and then add a bevel profile modifier. So this is something that you need to remember. You need to apply the modifier on the base object. Not on a profile object. OK? Previously, we used this improve option. Now select the classic option. As you can see, the classic method doesn't have as many parameters as the improved aversion, but you can find a pick profile button here, click on it and then click on a profile spine. Now we have something like this. As soon as you have to modify your the connection to the profile spine is life, meaning. If we go back to the profile object again and then edit the vert assists, the changes will reflect instantly on the resulting geometry. But if, for example, I select the base object and then converted into inevitable Polly object, that will cost the link to the profile object gone as they are both independent objects All right now, besides open type spines, we can also use close to type spines for the profile. One thing you need to know when using a close spying profile is that the resulting object we'll have a void in the center. This is off course due to the nature off the profile. For example, if it's like this profile object, go to the Vertex mood rightly and into ska neck. Click and direct from this were packs to this were packs. Do close the spine. You can see that the center area is now void. One last thing I want to mention is about the profile toe based reference in his profile spine. You can see that this Vertex is different. It has a yellow color where the others are white. This happens because it is the first vertex we created. Knowing where the first vertex located. It is very important because there is where two days Max lines the profile to the Bay subject. If, for example, we select this vortex here, then rightly and then just make first here, these Vertex is now the first Vertex in the resulting level profile object becomes smaller as it is now using this Vertex tow line to display in the base object. 58. Project Crown molding: in this project. Crescent Video. We're going to create this crown molding object because you already covered everything that we need to know to create this crown molding object. I'm going to challenge you first to create this model yourself before watching. Dress off the lesson video. If you need to know to measure Hman, the with off the object is four meters. The length of it is six meters and the height of it is 10 centimeters. If you want to take this challenge this post the video now and start creating the model. After you are done, you can resume the video again to see exactly how I model it. Let's start by creating rectangle, said Length Value toe, six meters pressed ebb for the with said it toe four meters, then press escape. The size is quite large, so let's press Z to some extent the object activate the move mode and then send her out the object. Next we want to create the profile spine, just as we discussed earlier Press f toe go to the front view part. We need to create the profile on the right side off the base object. The profile will be a closed spine, so we don't need to create it from bottom to top. The height off the profile is 10 centimeters. So it is about the size off this great here to be able to snap toe the great points we can what, like here? Make sure everything is turned off except the great points. Checkbooks. Click the line creation button, then press s toe. Activate the snap mood. Click here, then here, then press s again to turn off the snap mode. Just create the profile shape that you like. You can follow reference if you were required to do so. For now, I'm just using my imagination. Don't worry if it is not Brophy, because we can fix it, Leader, To be able to snap to the great point we can press s again. Click here, then here, then close the spine. If you want to tweet this further, we can impress one on a keyboard. Togo to the Vertex mood. We can fix this Vertex, for example, Saudi. We need to turn off the snapping mood for now and just tweak the shape as needed after you are satisfied breast one again to go to the top level mode. Press P and Select to be subject, click on the modifier lease and then type B E e just bevel profile. Here. We want to use the classic mode now big profile and then click on a profile object and we are done. This is the final object. Of course, if you want to use these in your scene, you should place it high at the ceiling level. 59. Project Abbyson Diana table lamp: in this project. Listen, video, we're going to model this table lamp. This lamp product originated from China. It is exported to different countries with different names. If you go to the Edison website, for example, here the product is called Dina Gless Table Lamp. Again. You may find this product elsewhere with different names. The height off the product is 26 inches. For this project, I won't be modeling the inner parts that hope the shade. This is because there is not enough information about them, and also they mostly won't be visible when you're under the object in common camera views. Just as with the previous project, I want to challenge you first to create the model yourself before watching the rest off the video. In this file, I already set up the reference image with discussed the process off, creating reference images like this many times before. From now on, I only explaining how to create this anymore to safe time, all right. To model the table lamp, we're going to create a profile spline force and then revolved the profile. Using late modifier, you can just create it using a single spine object. But because each part off the table lamp has different diameter. Toe. Optimize the number off polygons. We're going to build the lamp as different parts and then combined them later. We're going to build the base of a ski force than the poll than the shade and finally, the upper sphere. Let's start modeling the based vase Goto the ship tab in the create panel. Then click line. Zoom in a bit. Click here, then here, hold shift and then click here. Then here, Hold shift again and click here. Click direct like so and so on. I'm speeding up the video. Now. At this point, we can right click to finish up and then right click again to exit the line creation Moder . So now we have our force profile. If you still need to tweak the shape, you can press one to go to the Vertex mode and just do what you need to do. After you are done, go back to the top level Mordor and then a relate modifier. Go to the access of object mood and just move the axis so the resulting size matches the reference. Now, if you go back to the perspective, you and press a four. You can see that we need more ages around the object, so let's increase the segments value. So 32 Next, we need to fix the top hole and about them whole. And we are also going to reduce the amount off excessive H loops in this area. To do that, we need to convert the object into 90 Tebow, Polly, go to the border mode, select this bottom border and then kept the same thing for the whole select the border and in camp. And then I think we need to insect the bottom part just to help with the smoothing group. Next to reduce the amount off H loops, we can go to the H mode and in double click on this H loop and then hold control and in double click on every two age groups. Okay, Wesley and then hold control and then click on the remove command. And I think we can do the same with little part. Next, we want to make this round area toe have different smoothing group. To do that, we can double click here, then ho control and then click on a polygon Aiken to convert the selection. So we have this polygons selector, then scroll down until you see the smoothing group options. You can see that the polygons are using smoothing group number two less than this off and then use another number instead. It can be any number less Big 26 here. Now we can see additional details on this area. You can notice on the other areas as well if you want to. But for now, I think this is good enough. Go back to the top level mode and in the hierarchy panel, turn on the effect. We've only mode, said the pivot point to the center off the object and then zero z coordinate. Now we can turn off the effect. We've only mode. Let's enter the object position. The base race is finished. We can hide this object for now so we can focus on modeling the pole. For the poor part. It is basically the same process. So I'm speeding up the video now. All right. If you press b and in a four, we can see that we have too many ages here for smaller objects. We don't need as many ages as the large ones we can reduce the late segments. 20 for example, convert the object into inevitable Polly object and then kept the bottom and it'll pose. Go back to the top level mode and then sent it out the pivot point and then center out the objects position by zero in the X coordinate. But we don't want to zero out the Z axis here as this. You move the object vertically. The poor part is done. We can hide this object for now. Next, we want to create the shed used to line object mood again. I'm speeding up the video for now. Presto to go to the segment mode, select the segment. We want to advert assists along the segment so that the resulting three D model later we'll have a better a smoking group. To do that, we can scroll down until you see a command coat Divide, said the Value toe for, and then click the divide button. Now we have for over theses distributed evenly in a preview selected segment. Now we can go back to the top level mode at a late modifier. Goto the excess off object mode and indirectly excess, like so could only the segments of value is set to only 20. This is the last number we used before for the poll part for a large sized object like the shade 20 is not enough to make the curvature of smoother. We can input 36. Now we can convert the object into any trouble. Polly. Next we want to smooth out the whole polygons. So go to the polygon mode, select all and then scroll down to find a smoothing group parameters. And you speak any number here. So Sinus moting toe all off the polygons. We can use 31 for example. Now the whole party guns look small, but currently it doesn't have any thickness toe. Fix this. Go back to the top level mood. And then at a shell modifier, we can see that the default value is too big. Less reduce the value toe. I think 0.5 centimeters will be enough. All right. We can collapse this object into 90 Tebow, Polly, we can center out the people point and then center out the objects. According it Now we have all off the parts finished except the top sphere. Let's side the object for now to create the top sphere, we can simply create a sphere object by default. The sphere object uses 32 segments value. Because the sphere is relatively small, we can get away by using less segments value. I think 24 is enough. Send out the object moving up and make the radius value smaller. Just try to match the reference image. After that, we can rightly and into a new hide. All let's check powerfully Spartz more closely, just in case they need to be fixed. Okay, I think they are all good. Let's combine all off them into a single object. Selected based subject Watley. And into attach here and keep clicking on the other parts to join them in. Now it is done. But let me change the object color so you guys can see it better. So there you go. Our table m model is finished. 60. Project Roman column: in this project. Lesson video. We're going to model this Roman column. The diameter off the centre shelf is 40 centimeters, and the height of it is 2.6 meters. The overall height with the capital in the base should be around three meters. For this project. We're not going to use any real reference image, so mostly we'll just rely on our imagination. In this project, we're going to use a modifier called the Bend Modifier. So let's begin. Go to the front view on Let's create a rectangle more or less like these. The My German is not important at the moment. Activate the move tool and then zero out the X n a Z axis so it is positioned at the center . Next, we need to convert the object in tune irritable. Explain Crest three. To go to the spines up object mode, select the spine, find the Oakland command and then hook out and wrecked the spinner here to outline the current spine toe about this size. Next, go to the Vertex mode, select this forever theses and then find a field command and just maximize the value here. Now, before moving on notice. How this curve is very smooth. This will create lot of Earth. Assists later when we converted into inevitable Polly, Let's reduce the interpolation step value toe to. But I think two is too low. Let's try three. This way we will have Prevert assist leader. Okay, Now we actually have to over Texas up here. We can select them both and then marched them together using the world command. Increase the threshold value to make sure both versus get rolled it and then click the world button. Now we are left with one Vertex here. Next, go to the spine mood and select the inner spine. We're going to create yet another spine using the outline Command? Yes, about the size. If you're done, select the Nuesslein Press B. Move this back towards the positive were access direction. I think we need more. All right. Next. Convert the object into inevitable Polly. Now we have something like this. I think this great is rather annoying. You can press G to hide the grid now we need initial vertical and horizontal lines and also mirroring the top to the bottom part. For these purposes, we can use the symmetry modifier so at a symmetry modifier press a four so we can see the ages. You can see these vertical ages produced by the symmetry modifier. Next, we can copy in place the existing symmetry modifier. But for the 2nd 1 we want to mirror this way. Now this direction is not the Z axis. Remember, The symmetric modifier works on local according it not global. According in So just y axis here. All right. After this we want to edit the object for their You can convert the object in tone unbeatable Polly object. But I want to show you guys that you can add it An object using a notable Polly features via a modifier called Edit Polly. After you have the modifier, you can see that we can no access all of the subject modes. What we need now is the cut command. Let's cut from these Vertex to this age here. What league then? From this vertex toe? This vertex then from this Vertex to this age and so on. I'm spitting up the video for now. All right, We only need to take care off the top right area because we're going to paste the symmetry modifiers again to create the rest for ease. We need to use the y axis. Now go back to the edit, Polly Modifier. We want to bridge these ages. Put this ages here. So So like this age here, then this one and Oh, sorry. We shall turn off the show and result mood here so we can see what is really going on at this level. Select this ages and then these ages, and then find a breach button and then click on it. Now, if we go back to the top level mode and go to the top symmetry modifier, we get something like this. This is how it looks without the ages. Next, convert the object into an inevitable Polly object. We want to duplicate this object to do right. So we have a total off 20 objects. We need toe precisely. Place one object next to the other object. To do that, we can set the snapping mode to Vertex and just turn off dress and make sure the snapping mode is active. You also need to make sure that the X axis aero is active and the other arrows are off. The active aero is indicated with a yellow color. Then cover the most closer to the Vertex at this corner. Hold Schiff and then ragged. So it snaps toe. This were packs at the other end, release the mouse and then for the number off copies of value type in 19. This way we have a total number off 20 objects. Click OK. And now we have 20 off these objects. Too much Them all into a single object. Sorry. Let me turn this off. Force just to be safe. Too much them. Select the original object on the left side. Now instead, off Using this a pitch button. Here we can use this small button with these we cannot touch multiple objects easily by picking from a lease. Now, if you don't see this list off objects, just make sure you have this option turned on this. Aikens are used to show or hide objects by their types. If you turn this off then already geometry objects will be hidden from the lease. Now we want us like all off them. There are several ways that we can do this. One way to do it is by clicking this button here and then click the attached button here. Now we have a single object. But notice that although they are now one object, if you select any Vertex at the border area and then try to move it, we can see we still have double over Texas problems. To fix this quickly, we can press control A to select all. Then for in the world command, click on us. More settings button. We can see the before and after numbers. Here, click the OK button and now the vert assists our march. Next, we need to turn this object into a cylindrical form using a modifier called Ben. So go to the top level mode, then at the bend modifier, we want a full circle. So for the Anglo value type in 3 60 here, then for the burn access we use X. This is so the object is bending along the X axis. So now we have something like this. We can convert this object in tone. Irritable Polly. Currently, the vert assists were the two ends meet are not merge. We already fixed the other water areas. Only the virtuous is here that we need the world. So select this over theses find the world command and click on the World Settings button and then click the OK button. Now we have the geometry for the center chef. We just need to stretch it and recites it to the target dimension. So press f and then go to the Vertex mode. Select all of the upper over Texas, but avoid the middle horizontal over Texas and just drag this up about this high. We will adjust this leader. For now. We can add a symmetry modifier. Make sure we used the Y axis. Now we have something like this to better recites the object we need to center out the people point. Next, we want to make the height off the Semper Sheriff Toby. 2.6 meters and the diameter. Toby, 40 centimeters. For this, we need a reference object. So create a cylinder changed the height, toe 60 centimeters and the radius toe 20 centimeters. It's quite small compared to our model. Next center out the people point and then placed the reference cylinder so it is at the center off the world. Now the cylinder is ready to be used as the reference to skill. Our column object. Select the object. Presti, Togo. To the View port. Center the object first and then scale the object until it matches the cylinder Crispy. As you can see, the object is to be taller than the cylinder. To fix this, go back to the Vertex More in irritable Polly. Be subject. Use the move mode, press F, then Z and move this vert assist down. I think I want to add some space from the top to the detail area, so I only this upper over Texas and then move them up. Okay, now go back to the top level mode and we can safely delete the Syrian there. Now. The last thing that we are going to create is the base in the capital parts, usually in the real world. The based design is different from the capital design, but in our case, we're just going to create one design for the capital and then just mirror it for the bass part. You can create a different design if you want to. The process is basically the same. Let's zoom in a bit before we model anything. Let's create a rough sketch. First, we can use the line tool for these and then just do a serious off click releases to create or off estimation off the final profile at the stage. You can really tweak the shape as you like. Personally, I already like the shape of it. So let's create the final profile you seemed line. Object. Click here, then hold shift and then click here. Click here and include direct to create a busy of Vertex. Click here. Click Direct like So then click Drag again here, food out and then click Drag here, Hope out again, click here and so on. Then hope shift and then click here. Then what leak? To finish up to make the n Vertex Exactly at the centre, select this Vertex and in zero out the X coordinate. We need to do this also with the first Vertex. I think we need to Champa release vortex. Just take your time, tweaking the shape until you like what you see. After you are done, you can delete the sketching spine, then select this plane and then, at a late modifier, click the minimum button. If we go to the perspective view, we can see that the amount off ages around the site is liking. Also, if you rotate to see the upper area, we have some stacking Vertex problems. So let's active it. The world corruption and an increase the segments of value to 36. Okay, now to mirror this object. So it also appears down here we can simply a passionate subject to this object because this object already has a symmetry modifier. So go back to the irritable Polly. Be subject. They're not at the Capitol Object. Now, if we go back up to the symmetry modifier, we have the bottom or the bass part as the result off mirroring the capital part. And there you go Roman column object. 61. Subdivision modeling introduction: in this lesson video. We are going to discuss the basics off subbed, efficient modeling. So what is exactly Subdivision modeling well to making simple subdivision Muddling is an approach in three D modeling, where we can create complex organic models from the simple or less complex human trees. The way this works is through subdividing each polygon in tow. Four or more polygons to give you an example. Let's say I create a box here. Press therefore to see the ages. As you can see, this box has six polygons top bottom, right, left front and back. Now if I add a modifier to this box called Turbo Smooth, which is one off the modifiers into their smacks that can generate subdivision models, notice how the box now becomes almost like a sphere. This is possible because each off the previous polygons is now subdivided into four polygons. Basically, we know half a total off 24 polygons. We know this because for multiply by six equals 24. Now, if he increased the traditions of value here, toe to the boss object becomes even more like a sphere. It looks smoother because each off the resulting polygons gets divided again in tow for So now we have a total number off 24 multiplied by four equals 96 polygons. By knowing how these it rations of value works, you really don't want to screw this up carelessly because your computer might get crashed, as it certainly needs to calculate millions off polygons. Besides using forward smooth toe get subdivision results into their smacks. You can also use match smooth modifier. Or you can also use a newer, more sophisticated method off subdivision called open subbed Eve. For this, you can use a modifier with the same name, which is open, subjective. Or if you use inevitable Polly object, you can produce subdivision surfaces right away. We don't need off additional modifiers. So, for example, if I convert this box in tow inevitable Polly object and then scroll down under, we can see a section called Subdivision Surface. There is a check box here called use Terms Subdivision. If you turned that on, we get a subdivision result. But why are the ages suggest that we only have six polygons? Well, this is due to the isil on display option here. If it only off, we can see the Rio polygons generated by the subdivision. Now you might be wondering again, why is this option called norms? Well, gnomes stands for non uniform, rational mash Muth. It is mathematical algorithm used in a subdivision process. So for now, the terms sub division and subdivision surface and norms are all basically the same thing. Okay, now, if we increased declarations of value toe to, we'll get a smoke, the result as expected. But you need to understand that the polygons we see here are not really I mean, they are not the actual polygons that we can add it directly to show you what I mean. If you activate the polygons off object mode and then try to select this polygon, for example, you cannot do that. Instead, you can always like this group off polygons. The orange cage you see here is the actual geometry. So again, I repeat, this sphere like object is the result off the subdivision process. Well, this orange cage is the real geometry that you can edit. You can see the real geometry again if you turn off the terms option. Now, when you are in the process off modeling using the subdivision method you wanted to turn on or off this norms option quite often. Instead off clicking here back and forth. You can also rightly and in just in armed struggle here When working with subdivision modeling. The most important concept that you need to remember is this. The more ages close to each other, the sharper the resulting corner will be. Give you a clear example off this concept. Let's say you select this upper polygon, then right leak dentist extrude here click drag to extract the top polygon like so now select Miss Polygon could control and then this polygon extra both off them, like so ending again. Now notice if it's like all of this polygons on top. Currently the corners produced in this area are smooth, but if we move them down like so because now we have toe age groups close to each other in this area. The corner here becomes a bit sharper if the extra this again. But place the resulting polygons near here because now we have three H loops close to each other. In this area, the corner becomes very sharp. So this is the basic concept Off subdivision modeling in the upcoming projects will explore more off how we can apply this concept to model different objects 62. Project Teacup: in this project. Listen, video. We're going to model his teacup object using subdivision. The focus off this lesson is to understand how sharp corners can be formed by adding more H loops. We will explore different ways to achieve that, such as using inset champ for and connect. And we are also going to use a new command called the So. If loop, Let's thought by creating a cylinder object, just a small and short cylinder. Use the move more and center of the object. Now, if you press a four, we can see that we have so many segments vertically and a lot off segments also along the side. Remember, we will be using Subdivision, so we must use as few polygons as possible for the sights. Segments then, should be enough. And for the hide segments, just right click here to set it to the minimum value, which is one next to start modeling. We need to convert the object into an irritable Polly press for to go to the polygons up object mode. Select the upper polygon. Let's hide the great first so it doesn't get in the way, rightly and into special and wherever the polygon to about this high and then make it to about the size. Let's do another level like so and then another bevel again. But for this one, make it very tall. Okay, then rightly and enters insect inside the polygon to about the size. Next, we want to bevel this down. For this. We can press F three first so we see the object in wire frame more. Then we can bevel this down and in making it smaller like so. And let's do one less bevel to around the bottom. After you are done, breast F three toe. Go back to solid mode and then rightly and then click norm struggle. Here we can go back to the top level mode and then press a four to see the resulting geometry. Better. We can see that the shape is just bad. Why? Well, this is because this bottom corner is too curved. Also, this upper part is toe curved. Basically, we don't have enough corner definition due to the lack off H loops on the corner areas. Let's fix this turn off Dunham struggle for now and then press. Therefore again, we can start from the bottom part to make this corner becomes more defined. We need to add more H loops. There are many ways that we can do this. We're going to explore each off this methods one by one First is by using the inset command which is perfect for bottom or top and going like this. So it's like this and gun. Then perform on instep command. Try not to make it to small as we actually need the resulting h look to be close to the existing corner. So there is one way to do it. Another method is by using the Connect Command. To use this command, we need Toby in the H sub object mode and then we need to create during selection and in what leak and then connect. But just a connect setting spot on here. With this, we can access the slider to slight the resulting each loop. We need to make it near the bottom corner. So there is the second method off heading each loops. Now we can see three h loops close to each other at this bottom corner. If you active, it done, ERM, struggle. But then again we can see this corner is now quite sharp, not rounded like before, but looks more refined. Let's explore another method off heading H Loops, which is using the champ for command, for example, we want to make this H Luke look sharper when subdivided the Berkeley on it to select the H Loop rightly and into champ for but used the settings mood here. Then we can tweet human value here. You can hope the all key while doing it, too. Slow it down. Okay, now you can try activating Dunham struggle again. This area becomes sharper because we have three edge loops here that are close to each other. All right, The next method, which we haven't discussed before, is using the Swift Loop Command. For your information, The Swift Loop Command was originally part off 1/3 party plug in called Malibu's. But since orders bought the plug in it, no becomes spark off two DS max by default, just like the other Polly Boose commence. You won't find them in irritable Polly parameters. Instead, they are all group in a special you I panel called the Ribbon Soto access the Swift Loop Command First Unit to turn on driven interface by clicking this button, you will see a lot of options here. What we need now is the edit category. And then click this sweet flu button here. Well, this is active. Whenever we have are the most cursor on on age to their smacks will display a preview often H loop. If you click, the H Luke will be created If we want to make this corner sharper, we can create an H loop nearly a corner. You need to have her the most cursor on an age that is perpendicular to the corner and then click to create the H loop. Then we want to strengthen this corner also. So click here and only supper area like soul finally in this area to exit the swift look more you can write leak So there is so we used the Swift Loop Command Next for this end going area, we can use insect again Go to the polygon mode, select this polygon What leak inset and just drag it like so Okay, the mind body off the teacup is basically done. But if you turn on Dunham's option we can see the object still have some jiggle ages to fix this we can scroll down and increase the it rations of value here toe to all right. It looks better now. Next, we're going to create the handle object for this. We are going to create displaying manually using the line object. But just for the initial guide we can use on ellipse Object click Drag to create the lips about this size and just do transformations as needed until you like the shape of it. If the size is not right, you can. Either Skelly or you can change the length and order with parameters to rece ice it. Just take your time until you like the results. After that, we can start racing the ship using the line object. We don't need a smooth curve as we are going to use subdivision later, we only need suffer overdoses to suggest where the final curve will be. After you are done, you can safely delete deal. If subject now, to convert this subject into a to the object, we can use the spine rendering feature. We can see the effect better in perspective. You port, go to the modify panel, find a rendering section in able both the renderers and the view port options by default. It uses a circle for the profile. What we need now is a rectangular profile. We can control the with here, and we can also control the length here. We need to make it thick enough because later, when we had subdivision the object 10 sputtering in volume. After you are done, press therefore to see the ages, then convert the object into inevitable Polly. Then we want to select the polygons in this area to scale them, press for toe goto, polygons up object mode and then select this polygons left the polygons at the end, activate the scale mode and scale it down on the Y axis like so. Next we need to use the age subject more and quit the ages at the end off the handle to make it thicker and to make the and polygons to face domain cup object. Let's focus on this area. Go to the polygon mode, select this polygon and in Beverly make the size smaller. We need to do this also on the bottom part off the handle, Beverly, and make it smaller. This make sure that none off the polygons penetrate and show up inside this area. Let's turn on Dunham struggle. We can increase the attrition value toe, toe, toe. Make it smoother. The handle already looks nice, but this area is just toe curved. We can add more definition using the swift look method. So go back to the H subject mode and let's turn off the damn struggle. For now, activate the swift loop mode and then click here. Now if it turn on Dunham struggle again. We can see that the ship looks more flattened, which is exactly what we want. Next, we can attach the handle to the main cop object, Go back to the top level mode and select this object, right leak, attach and then click on the handle object and it is done. But I think the handle looks a little too big. If you want to tweak the size, you can go to the elements of object mode. Select the handle part and you can scale this down for movies s you see fit, then go back to the top level mode. And there you go. Our teacup model is finished 63. Avoiding concave polygons: in this lesson video. We're going to discuss yet another important concept or rules in subdivision modelling. Basically, when doing subdivision modeling, you always need to avoid extreme concave polygons. So what is a concave polygon? Well, based on the angles formed by the ages on a polygon, we can split polygons in tow. Two categories convex and concave or convex polygon is when each off the overdoses on the polygon does not create an angle smaller than 1 80 degrees. On the other hand, a concave polygon is when one or more over theses for an angle smaller than 1 80 degrees. So again, these are convex polygons, and these are concave polygons. I'm sure you get the idea here now. If you ever need to create an end gun on a subdivision surface, you should always try to use the convicts type and avoid using the concave time, especially if it is an extreme concave polygon. Let's just see an example so you can understand this concept better. We're going to create on Xtreme Concave Ship, which is a letter you like shape. Go to the top view, then make sure the snapping mode is set to great points and turn on the snapping mode. Activate the line creation. More click here, then here and so on to create the you ship rightly to finish up and then press one to go to the Vertex subject mode. Select these two over Texas. Oh, yes. Don't forget to press s to turn off the snapping mode. Then scroll down to find a field command. Then just direct these value up to the maximum. Select this to avert assists at the center. We're going to use the well command, Turn this up first, then click world. Now we only have one Vertex here. Next press tree to go to the splints off object mode. Select the spine, then find the outline. Command, make sure the center option is active. Then we're holding our click directly. Spinner. So we have something like this. Next, we need to reduce the number off ages in this area. We will use of division leader so we don't want to start working with too many polygons. We can reduce the interpolation steps of value here, toe. I think three is just enough. Now press B and convert the object into an irritable Polly. Go to the polygons up object mode. Select this and gun and then extrude it up like so. Okay, now, if you press therefore we can see that we have all court polygons on the side area. But on top we have this extreme concave and gone. If we try to yourself division on this subject, this is what we get s a result a very ugly looking model. Now, at this stage, you might be thinking that you can fix this by creating some before polygons. You can use the sweet Floop command and at an age, look here. If we activate Dunham, struggle again. As you can see, that does not really help. Yes, you have a straighter aside area, but the top area is still broken. Now you might be thinking again to add more buffers using the insect command. If you turn norms on again, it kind off makes the corner areas sharper. But certainly it doesn't help this area. So the way to solve this issue is to slice up the concave polygon. You may end up with smaller concave polygons, but as long they are not as extreme as this one, the subdivision can work to slice the polygon. You can use any methods that you like. We've discussed this methods before. For example, we can select this Vertex and then this Vertex, then right click and to ska neck. That's one way to do it. You can also use the cut command Click on this vertex then on these Vertex or you can also use depend connect method for cutting on Vertex You need to hold the control key Click direct from this Vertex to this Vertex. So again there are many ways that you can do this. Currently we still have sufferer concave polygons but they are not as extreme as before. If he activity norms again, we can see we have least nice surface. I know the resulting topology looks ugly But if we heard the ages, the top surface is totally fine. Please don't mind this areas as we never focus on them Or perhaps we can increase the Thracians value toe to just to help those areas of it. Now you need to realize that we can get this nice surface because we also added the buffer polygons earlier which are the squad polygons surrounding the end growing areas 64. Project Washbasin: in this project. Lesson video. We're going to create this washbasin model. The reference image for our model is this product here. We're not going to create the faucet in other additional details off this product, we will only create the white ceramic part of it. This is because the focus off this project is not to create the product itself, but more as an exercise so we can understand better how to apply the concepts with learned before the boats of division modeling. There is also the reason why we won't be using any remains German unit for this project. All right, go to the view port, zoom in and create a circle about the size. Activate the move tool and in center the object. Next, let's convert the object into inevitable explain. Press three. To go to the spine mode, select the spine, activate the scale tool and, while holding Chef Scare, displaying down to duplicated, then create another duplicate for the whole. Next, we want to create a horizontal line. For these, we can use the create line command. Click here, hold shift and then click here rightly to finish up, then to clean up this area we can use the trim command. Click this one and this one. And finally this one. If we go to the Vertex mode, we can see that we have double over Texas to fix this for so select the verte sees and then find the world command. Now we have only one vertex here. Select the to overdoses. We want around this corner using the filet command Hold out and ready Spinner until we have something like this. Next we want to create a smaller version off this plane. To do that, we can active it the splints of object more Select the spine and then find your line Command hope the R key and directly spinner toe body size. Now we have all of the base shapes that we need to create the washbasin. Let's hide the great for now by pressing g, select the spine. Then we're holding Schiff. Drug is done to duplicate it. Select this to spines and move it down to about this position. Next we need to detach explains Well, we have this to selected Scroll down until you see the detach button. Click detects and just hit. Ok, then this plein detach it also. Now if we go back to the object mode, we have three objects. This is the 1st 1 This is the second and this is the third. Next, we need to convert each off them into inevitable Polly. We can notice quickly by selecting all off them and then convert them all at once into irritable Polly objects. Next, we want to join them all into a single object. To do that, we can select the top one, then right click and into a patch. Then click on the other two objects, right click ones and press therefore so we can see the ages. Now we want to breach this border toe this border. The problem with this current polygons is that if we select the two borders and then click the bridge command, we get this strange results. What is that? This happens because this paragon and this polygon both are facing up. We should select this polygon and then flip it so it is facing down. So now if you select the two borders and then perform the bridge command again, we get the result that we need next. We also need to bridge this border toe this border now at the stage. If you go back to the level mode and then try to apply subdivision by adding a turbo smooth modifier, for example, will get this ugly looking thing. This happens because we have large concave and guns in our model, basically the subject. It's not ready yet for a subdivision, so let's remove the turbo smooth for now, based on my experience, if you work with large concave and guns, you will often get some errors on the model. When you do irritable Polly modeling well, they are not critical, and you can fix them pretty easily. But it is always a good idea to say for the fire for us just to be safe. Okay, let's start fixing this model by creating a center line we can do. It is easily using the symmetry modifier, but again, with large concave and gun surfaces, the symmetry modifier can produce undesirable results. So we're going to do this. Many will you force using the pain Connect Command after we have mostly quads. We can then safely use the symmetry modifier used over packs mode so we can see the verte sees easily. Open the ribbon interface. Go to the edit menu and then activate the pain. Connect command ho control and then click direct from this Vertex released the control key and wrecked on this age. Then on this age, hook control again and recto this vortex. Okay, Now select this Vertex we consider it is not exactly at the centre, so zero out the X value And in this one also next you Spain connect again from here to here . Then here toe here. Then let's being connect the bottom part Also next we're going to reduce the number off over theses and ages. And we only need to Rudy's on the right side will use the symmetry modifier later to fix the left side. Let's start with the circle. Select this vortex. Hold control and keeps writing for every two over theses. What leak? And in just remove next. Let's optimize these ages. Select one age for every two ages, then rightly and remember that you need to hold control and then click Remove here. This You make sure that no overt assists are left behind from those ages and I think we can remove this one also. Then we can slight this each. That way, I think this is the right moment to explain about the H sliding feature. If you select this age and move it on a certain access, it will not snap to the existing ages. Toby Able to slight vert assists or ages on the existing ages, we can use a feature in three DS max called H Constrain. You can find this feature in the edit geometry. Inside the Constraints section, click the each option here now. If I try to move this age, it was snapped to the existing ages. We can also do this on his age. For example, if you want to move normally again, remember to turn off the constrained by clicking none here. Now we can freely move this ages again. All right. Next, let's make this stop area toe. Have more quarts. We can do this using the pain Connect tool again. I'm speeding up the video now, as there is nothing new to discuss, you can see that we have and gone here. It is a five sided polygon because this will be a flat surface and we are also going to add before polygons at the corner. Ages later this end gun should be fine when we later subdivide the model. Next, let's fix the lower surface. There are more worth assists on the other area, then on a center circle. There is why we need to skip some vert assists in the outer area. Due to these, we have most off the polygons in this lower surface. Toby N Guns for non court polygons. But again, because this is flat and we're going to add some buffer polygons leader. This will look fine. Win subdivided before we continue. Let me see if the fire force just to be safe. If you say for the file previously with a number or use numbers after the name off the file , you can make two days Max to automatically increase that number and safe to file with that new name. To do that, you can just click this plus button. Here you can see it is now safe as 002 dot max. Next, we can mirror the object by adding the symmetry modifier boobs. I think I made this mistake when performing the pain connect earlier. We can fix this easily by going back to the age subject more selected and just remove it All right. Now, if you try to subdivide the model yet we still have this known court polygons that exists without any buffer. Adding a turbo smoot modifier, for example, will produce all these strange wrinkles and or normal problems. So basically, we need to add buffer polygons first by adding more troops on the corner area. This will also make the corners sharper. Let's collapse the model up until the symmetry modifier. Juice? Yes, here. And let's add on exclusion on the whole, select the border and then hold Schiff and wreck this border down. It has been a threat in the bottom surface, although most likely no one will ever see this area. But let's just move the polygons down, okay? Now, to add more H loops on a corner areas, we have used different methods before, but they are more off a manual method so quickly at H loops to the object, we can use the champ for modifier. Now we have something like this, but we don't want any chance for effects in this area. We only need them on sharp corners. To fix this, we can find a minimum angle threshold and increased days toe higher value such as 45 degrees. Just check the model. If there is any unwanted champ for I think it is all good Now if you want, you can still play around with the amount of value here until you like what you see. Now if we turn, the tour was smooth back on. We have this nice looking washbasin. The bottom surface stay looks ugly. We can add more buffer polygons to reduce the end gun effect. Go back down to the polygon sub object more select the two polygons and Ellen set them. Make sure it is small enough so it doesnt overlap with the champ for effects. Let's go back up to see the result. And I think we are done now You can increase the it rations value toe to toe, make it even smoother. And there you go around washbasin three d model 65. Introduction to 3D Boolean: in this lesson video. We're going to discuss the treaty bullion operation into DS max. Previously, we have discussed toe the bullion operations using the spine objects, so you should understand by now what bullion is and how it works in general. In the scene, I have a box and a sphere object, overlapping each other, and I also have a cylinder that goes through the walks. Object. Let's say we want to subtract the box with the sphere to do that First, we need to select the Oprah in. In this case, D A open is the box. Then you need to go to the create panel in two DS max. The bullion operation is considered to be a creation operation, but unlike the books object or a sphere object or line object, etcetera bullion objects are creative from existing objects. It cannot exist on its own. And into this max all object creation operations that combined multiple existing objects are categorized as the component objects, so click this pulled on lease and interest component objects. Here you can see toe William operations bullion and pro bullion. So what is the difference? Well, the standard bullion is the old version off the bullion operation developed by or a risk. On the other hand, the pro bullion operation was originally developed by another company as a comercio Plug in so back then you need to protest the plug in in order to use the pro bullion features after auto desk decided to buy the product. Since then, it becomes sparked off two DS max by default. The conclusion is you should always use the pro bullion here instead off the old William Operation. The probe William provides a lot more features and also cleaner topology results. Compared to the old bullion. The reason why the old Williams still exists gets for backward compatibility. So to use the pro bullion after we have the books objects select that we need to click this button at this current state. The selective object with just the box. It's now list that SDA Oprah in, but pro bullion does not use letters for identifying the operations. Instead, it uses numbers you can see the box name here is listed with number zero as the identity fire. In pro bullion, you are not limited to all use to operations. You can have multiple operations sticking on each other now to pick the next operation, which is, in our case, this fear object. We can click this start picking button, but before you do that, there are two things that you need to specify. First, you need to specify the type off bullion operation that this fear object were use. We let the union subtraction, or what? For now, we want to use subtraction. The second thing that you need to do is to define how the original sphere object relates to the new operation that will be created by the pro bullion. We'll discuss more off this leader. For now. Let's make the move option here. Then click the start picking button and then you can click the sphere object you can see the box is now so attracted by this fear object. Now notice how to start picking button here is still active in free click again on the cylinder object, for example. Now we have a tunnel in the resulting object, rightly to exit the stop picking mode. So there is the basics off how you create bullion objects using the pro bullion feature, but we are only scratching the surface here. If you go to the modify panel, you can see that this object, it's not like any other object type we used before. It is not a negligible Polly object for sure. Instead, it is a unique type off object called the pro bullion object. What is so great about this object is that it is known destructive. It still contains all of the original geometry belonging to the operations. We can access them, transform them, and we can even extract them so they become on independent object again. For example, let's say I want to move the cylinder up just a little bit. To do that, we can click this current button and induce operations here. Then go to the cylinder. We need toe klik it. Don't here in your prince least notice how the transform gizmo is now at the center off the cylinder location. If you want to move it, make sure you have the move tool active, then just move. The transform gets more like so and not only movement, but you can also access the cylinder primitive object parameters. By clicking here, we can access the radius here or perhaps decides here if you want to select this fear object. You can do that by clicking here, select the sphere object from the lease. Then you can do any transformation or change the primitive perimeters s you like here for some reason, you want to take out the sphere from the bullion object. You can do that by clicking this extract selected button here. Now the sphere is taken out off the bullion object but to be able to select the sphere object remember, you are no in a sub object mode called operations. So click here first to go back to the top level mode. Then you can select this fear object and move it away or related if you want to. The bullion object is no independent office. Fear object. After you are done, you can convert the object into inevitable Polly for further tweaking or three D modeling Before I end the lesson. I want to explain the difference between reference. Copy move An instance here Let the position this sphere back here so it is offer lapping the books again. The move option basically means that the open will be moved so it exists inside the bullion object. We have used this method before the copy option here will create an operation by copying the original object. The open will then be independent off the original object. So if I change the parameters off this fear, the bullion object won't do anything. Let me a notice again. The less two options are the reference and instance options. Both off them will create a copy from the original object. We're maintaining link between the open inside the bullion object and the original object. So in this case, if I changed radius perimeter here, the bullion object will get affect That also, what makes reference different from instance is that at a certain level, you can add modifiers that are independent off the original object. For example, if I chose reference and then start picking and then click this fear object. If I select this fear object and try to change the radius here, we can see the bullion object changes Also. Now this also applies to modifiers. If I add a skew modifier, for example, both the Oprah in and the original object will have the same money fire. But what's when I select the bullion object and then selected sphere Oprah in you can see this decline here, everybody fire you put below this line will be shared with the original object and everybody fire you put above this line will become unique only to the Oprah in. So if I direct the skew modifier across the line now, it only affects the Oprah in, and it disappeared from the original object. All right, There are still a lot of things that we can discuss about the pro bullion object, but I believe we already cover the most important parts of it. 66. Advanced reference image setup: in this lesson video. We are going to discuss more advanced techniques to set a preference images. We will do this well at the same time, preparing the reference image for the next project Lesson video, where we will model this stool product for this lesson. I already prepared a square image in for a shop off the record. If you want to follow long, simply download the file first. Go to the front view and create open object. Use the square more. Yes, I already said the reference image. Toby Square centred a plane object crispy on the Y axis. We actually don't need the plane object Toby at the center. We need to move this back a bit so later we can put the treaty model at the center without any overlaps. Then open your file browser and distract the image onto the plane. Object. Now, if you press out, W, we can see that only the perspective. You poor Ihsan shaded more Basically, What we want to do now is to set the view port toe being high quality more. We don't any shadows nor Imean occlusion, but we don't want to change only the perspective. You port. We also want to change the other three view ports at once. To do that, we can click this purview presents your cities window shows up here you can set the preset toe high quality. Then for the illuminated option, just use the default lights. Then we don't need any shadows and MBN occlusion. We can also turn off this one and this one toe. Get more performance for highlights. We can leave this option on next is the most important part. You need to click this button, apply to all of you ports. If you do that, the four of you ports will use the same perimeters that we said here. But notice how the street view ports use Grady in backgrounds were the perspective. Use a solid color way ground. This is actually unique to my you. I set up in your today s mix may have all of the view ports using radiant for the way grow . Now the reason I use solid background is due to the video Codec the Grady in Baghran. We look like jaeger colors in the final video. You don't need to follow these, but if you do want to have solid background color for all of the view ports. You can click here and then just configure view ports, go to the background time. The default setting is this Grady int option. We can click here for a solid color. Then this is important Unit took like this weapon apply to all views. Now all of the view ports will use a solid color as the background. Next, we want to scale the plane object so that the image here has a height off 47 centimeters and also set the beaver point. So it is located just at the bottom off the product image and also at the world grown plane . Now, because we already have the people point at the ground plane, all we need to do now is to line the product image. We don't changing the pivot point. So instead, off clicking this effect, we've only button. You should click this affect, object only button. Now if he movies up, only the object moves. The pivot point stays in place less. Position it so the base off the product is on the ground. After you are done, Don't forget to turn this off again. Now let's kill the object, so the products hide is 47 centimeters. For this, we can create a dummy box, object said the height value, though 47. Then select the plane object. Activate the scale mode and just killed is down to match the box. You can also hold out and direct the scale spinner here for more precision. Let's say you have an object in front off a reference image, and you want to tweak the object. We're comparing it against the reference image at the current state. If you press F three to go to the wire frame mode, both the object and reference image become warrior frame. Previously, we used all Ex to use the see through mode. Now we're going to learn a more advanced technique where we can use wire frame more on the three D model. We're keeping the reference image object Toby in a solid or a shaded mode. But before we do that, if you press therefore we still have too many ages in a plane object, and also the great lines are kind off distracting. Let's select a plane object and in modify panel right click the spinner here and in here to remove the ages, then to hide the grid. We can press G now to be able to set the treaty model in wire frame, but keep the reference image in solid more. Select the reference image object. Sorry, let's rename the subject first toe Rough image. Alright, right week and into us object properties. Now we want to display properties, not Toby controlled independently project basis. Instead, we want it to be controlled globally by the layer properties. To do that, we can click this button until it stays by layer. We can see now these options are great out because again they are now controlled by the layer offer. The object is contained. So basically what we need now is to create a unique layer to contain the object in which we can tweak the display properties. So open the scene Explorer. After the scene exporter opened. Make sure you are in layer mode, not in the hierarchy mode. Then make sure the reference object is selected and then click this new layer button. A new rear will be created and the object is now moved into that You earlier less. Just rename this layer to Raph next to control the display properties off this layer, we can right click on it and induce properties here. So this window is the properties panel for layers, not for objects. You can see here it say's layer properties. The most important setting that we need to change now is this display pulled on lease. You need to set this toe shaded due to this. Whatever happens in the view poor the objects inside the Slayer, we'll always be displayed in shaded mode. And to make the reference image even better, we can turn this option off, turn on the back fiscal option and turn on the freeze option. We've discussed this options before, so you should already know them by now. Next. Perfectly OK, we won't be able to select or edit the reference object anymore. As it is now frozen. You can see the frozen I can hear is on now. This is important before you close to see an explorer window measure. You click here first to make the zero default layer as the active player with discussed about this before. But just for a quick reminder, if you set this layer as the active Fleer every time you create a new object, that object will automatically become a member off this layer Dust making it frozen. We don't want that to happen. So again, Mack Sure, zero default layer is the active layer. After you are done, you can close the scene Explorer. Oops, Sorry. This is for the ribbon menu. It should be this one. And we don't need this dummy object anymore So we can safely deleted at this point, you should save the file will continue with the modelling process in the next lesson. But for now, just to give you the proof that our set up it's working correctly. If you create a teapot object here, for example, we need something big enough to cover the reference image and go to the front view port. If you press f three, you can see that the object is in wear frame mode. But the reference image it's not. Which is nice. Yes. Now we can model to the objects easier with this. Atop 67. Using non quad polygon : in this lesson video. We're going to discuss another important concept or rules in subdivision modeling that relates to the use off non core polygons. This is the second concept off subdivision modeling we learned so far. So the concept goes like this. Always use court polygons unless on Fred Surfaces. To give you a clearer idea off how this concept works, let's create a plane object. Press therefore, to see the ages and then press G to hide the grid, convert the object into inevitable Polly. Then press five toe goto the elements of object mode. Select this element and impressed W To activate the move more hold shift and then move it on the exit plane to about this location. Just clone toe element and then hit. Okay, Next, we want to breach these ages to these ages. To do that, we can go to the H more double click here, then hold control the double click here, find a bridge settings button and said the segments toe three. Then click. OK, now if we go back to the top level mode and then at a modifier called suitable, smooth increased it rations value toe to at this Grand State we get this nice, smooth looking surface. This is due to the original geometry consisting Onley off court polygons. There are no known court polygons here. The problem with non court polygons is that they tend to break the subdivision result. For example, if it's like this age and then remove it, we just created I was excited. Polygon. If we go back up to the tour smooth modifier, we can see that the surface now looks dented. Unless this is the effect that he won most likely you want a smooth surface result not dented like this. The problem can also occur if the non court polygon is located not in a corner area, but just touching the corner area to show you what I mean. If we select this age and then remove it, then go back to the tube or smooth modifier. The fed is very sub toe but you can still spot a wrinkle on the surface. Yes, this is not as obvious as non court polygons on corner areas. Still, this is something you need to be aware off now What if we really need to create and gun or known court polygons Should we just avoid them at all costs? Well, no. Sometimes having and guns can help us to save time, you can have them as long as they are on flat surfaces and not directly touching the corner areas and or the border areas to show you what I mean, Let me under this first, Okay? If we go to the Vertex More and select this overtax here and then remove it Now we have a ningun or a non court polygon. This polygon has 12345678 pages total. Now, if we go back to the tour bus with modifier again, although it does create this ugly star like topology. But if you press therefore to hide the ages, the surface is perfectly fine. It does not create any wrinkles or dense. So to recap, if you have a nen gun, there is not on corner areas and or not touching the corner areas directly. Then that end gun will be fine. All right, now, what about borders? Well, having an end gun touching the border, it's actually fine as long as it is flat. And you can make sure that the border will always be a border and not turning into a corner . For example, if I select these Vertex and then remove it Sorry, we need to remove this also. So we have a non court polygon like this. If we go back to the terrible smooth modifier As you can see, the surface is totally fine. This might sound like good news, but you need to be aware that most often you don't create hanging borders like these. Usually you want to add volume to the object you are modelling. So you must like the ages. Hold shift and and read them to continue modeling the surface. If this happens now, this end gun becomes a problem because it is now touching a corner area. If you subdivide it, you can see the surface slightly curved down. So my final general tip for using non court polygons is to create buffer polygons. Essentially, if you have a non court polygon, you should have caught polygons around it to separate it from the corner areas and or from border areas. 68. Project Alma 2525 JR stool: in this project. Lesson video. We're going to model this stool called 25 25 Jr Stool. It is a furniture products manufactured by a company called Alma. Essentially in this project, you will on how to combine William and subbed efficient techniques to model a product. You will also learn how to make use off the smoking groups while applying subdivision on an object we already cover how to create reference image in a previous lesson. So now we can start modeling right way. Let's create a cylinder object unless position this object to the center off the world. Press therefore and open to modify panel from the reference we already know that the lower diameter is 37 centimeters. So to input the radius, we can just type in 37 then the divide symbol, and then press to then enter. And for the height, type in 47 for the height segments said this to one by right clicking on a spinner Now for the sides value. Yes, we will, you subdivision modeling leader, but we are also going to use bullion toe cut out this area and this area due to this queen , it enough ages to compensate for the bullion operation. So let's input went before here. I think this is just enough. After you are done, you can convert the object into an edit of Upali object. Go to the polygon mode. We want to scale the top polygon here We can see it is better in a front view. Press F three to go to the wire frame mood and just killed a polygon toe the size off the reference image. Yes, you can see here the reference image is not consistent. As I mentioned earlier, this kind off error happens a lot. We just need to get around this. Let's just follow the image instead off the main German, select the bottom polygon and scale it too much the image All right. The way subject is done now we need to create the objects that we can use to subtract the base object for bees, we can use rectangles. Click direct from here to here, then from here, Well here. Activate the move mode and just movies until these lines match. Do this also for the upper rectangle, then convert the subject into an inevitable a spine object, then attached the bottom rectangle. So now both are one object. Go to the Vertex mode, control a and convert all off them into a corner type. Let's focus on this area. Select these two polygons and then find a field command put out and wrecked the spinner. Until we have something like this, then we need to feel it. These two overdoses also. Okay, Now, before we continue notice how the scarf is very smooth. This will create too many ages on the model Later. Because we're going to use subdivision, we need to reduce the interpolation steps toe. I think one is enough in this case. Next raspy on. Let's hide the great force by pressing G, move this back along the Y axis and then at an extra modifier, increased human value here. So it goes through to be subject. All right, now, selectively subject. Then open the component objects category and create a pro bullion object. The base object is now the a Opara in. Then, before picking to be open, you want to make sure that this is set to subtraction and this one is set toe move. Click the start picking button and then click on this object. And now we have a pro bullion type object. We want to add it this further. So let's just converted into an irritable Polly object. Next, our job is to make all of the polygons in this area Toke ward. We need to do this because the side surface is round or curved. We've discussed this before. Essentially, we can only have known quartz on flat surfaces. This is different for this area, or this area for the top in the bottom surface is because they are flat. We can have known quartz there, provided we created the buffer polygons. First, let's zoom in a bit to accommodate this curve. We need to create toe H loops here. But I think I need to change the objects color first toe a darker tone so we can see the what age is better. All right, activate this were Floop tool and then click here. Then here we can also add to H loops for the bottom curve. Next, we want to add another H loop at this location, but we cannot use the sweet Floop. Now as there are and guns on the model, we need this H Luke toe isil it the upper topology from the bottom part, so rightly, to exit the swift loop mode. We're going to use the slice plane instead. Remember, we need to select the polygons first. To use the slice plane, click the slice Brain command, move it to disposition. Then click the sliced button here. After you are done, you can turn this off again. And now we have something like these. Next let's insect the top polygon toe. Give it some buffer and about them one also make it small enough as we will use champ for later on the corner ages. All right, Now go to the Vertex mode. We can march these overdoses using the Target World Command to use Target World. You can work Lee and into Target world here while in this mode, if you click direct overtax to another Vertex the first vertex will be moved and march with the second vortex again. Basically, I'm just trying to remove the known court polygons or creating all quote apology for the side surface. We can also use the Connect Command for existing versus for example we can connect from here to here to reduce the end gun effects. Now, you might be tempted to connect all of these verses to make them all quad. But we shouldn't do that. Why? Because, Leader, we will use the chance for a modifier. This new age, for example, will be too close to the ages generated by the chancellor modifier. So let me under these for the two vs up here, we can safely connect them. I'm speeding up the video for now. Yes, I already explained the how and why. Forest apology tweaking process. I'm using the pain connect to now just figuring out how to make all these paragons into quads. Okay, we know half only quartz at the side surface. But notice in this area, if he later at jam for these ages will be too close to the resulting ages created by the chance for a modifier. Remember the rule. If we have ages close to each other, they will create a sharp corner. Basically, we need to move these two over Texas away from the corner area just enough So they want create wrinkles in a subdivision, result to constrain them to the existing ages, find the H constraint feature here and turn it on and moved them slightly, like so less than is off for now. Unless witness, so be it. So they create around our surface. All right, basically, I'm doing the same thing with some of this work. ASUs. So I'm speeding up the video now. Okay, This is what we have so far. I think this is good enough for us to continue to the next process. Currently, we have only fixed this side on the other side. That apology is still bad. Off course, we can solve this easily. Using the symmetry modifier used the Y xs and then flip it. Just check if there is any noticeable error on the model. I think it already looks nice. You can just at the chance for a modifier now. But let's collapse the modifier first to reduce the memory burden on the system. Now we can at the gym for a muddy fire. It's always the chance for modifier usually affects the ages that don't need to be transferred. We can fix this by increasing the minimum and go value toe. Let's try 50. Okay. It looks like there are no unwanted champers on the model now. Next we want to fix the smoothing group. We want to smoothing toe happen only on a chance for polygons. So click here and select small chambers. Only then increased the threshold value here to 50. Now we have something like these. You might be wondering, Why should we care about the smoking groups now? Are we going to subdivide this later anyway? Well, yes, that is correct, but we're going to use a special subdivision feature into their smacks that can utilize the smoothing groups. We'll see this later, very soon. For now, let's tweak the chance for amount value. You can hold out an increased this a little bit. Okay, I think we are ready to play the subdivision to the model and a tour bus with modifier. Let's check if there are any wrinkles or double over Cassie's on a model less increase. The iterations value here, toe to toe, make it even smoother. Now here is why we care so much about the smoothing group before in the surface perimeters . The reason option called separate by. If you just smoothing groups here. Now we have something like this. We can see how this feature adds so much better details on the model by separating the smoothing effects on the surface. Finally, the model is done. You can collapse the model toe inevitable. Polly object if you want. Oh, for me, I will leave this as is So you guys can No, not the file and see the modifiers yourself. 69. Conform introduction: in this lesson video. We're going to discuss the basics off. Using Conform Conform is one of the component modeling features in three DS max. Essentially, with conform, you can place a treaty object onto another objects surface. The treaty object will then be deformed, following the contour off the surface into their smacks. The deformed object is called the rapper object and the surface object. It's called the rap to object. In this lesson, I will just refer to upto object as the surface object to avoid confusion. Let's see an example here I have a plane object and also a sphere object. Before we do anything you need to keep in mind that conform works by deforming the Vertex is so in order for this to work properly, you need to have a decent amount off versus on the rapper Mado and also on a target surface object. The result will not look smooth or you have many intersecting polygons. If you don't have enough vert ASUs on them all right now let's say we want to conform this plane object onto the top surface off rece Fear object. To do that first, you need to select the object that will be deformed. Also known as the rapper object, which is in his case, is the plane object. Then go to the create panel. Open the component objects category enters conform here. Next, you need to adjust the method off hold. The object will be projected to the surface. There are many options to choose from. Will discuss each off them leader. For now, let's big use active Vieux Port Because this is based on a view port angle, you need to make sure that you are looking at the world for object and a surface object correctly. Commonly you use this option went in on Axis photographic view. Just for example, if I wrote it the view like this notice At this angle on Lee, the spark off the plane object reasonably overlaps with the sphere surface. Let's just see what happens if we have something like this. The next step is to define the relation off the surface object with the result off the conform operation, whether it be reference, copy, move, for instance, we've discussed this options before in a pro bullion lesson. They are basically the same for now. Let's be instance here next toe. Pick the sphere as the surface object. You need to click this big crypto object button. And well, this is active. You need to click on a sphere. Object. Now we have something like these rightly to exit. We just created a new type off object called Conform. For now, there are two things we need to pay attention to. First notice how this part is not affected. Only the spot gets reformed again. This is because we use the active you poor option. The second thing that we need to realize is that we know have double spheres. This is due to the instance option, which is before If you select the original sphere here and then try to change its radius looking form object follows most off the time after you create a conform object, you don't want to see the surface object on the result. You can hide the surface, object by going to the modified panel and then scroll down until you find the height were upto object. Just click on it. Now the surface object is not the visible anymore. Let me under this less Troy, different options provided by the conform object. If you select this option, use any objects is the excess You can pick any object in a scene for the reference, but you cannot pick the weapon or object itself. For this option, you can use the surface object, which is in our case. This were object. But if we conform this by clicking the picker upto object again and just this fear object here nothing happens. Why? Well, this is because the Z axis off the sphere is going up. And if you imagine dragging the plane object up, the plane object will not hit any surfaces as there are no objects in this direction. Let me on notice again. However, if you place Duplin object, don't here and you use the Z axis off the sphere, object again as the reference and then try to perform the conform operation again. Now it works. Let me hide directo object again as it's kind of annoying. Now I want to discuss this parameter here called the Standoff Distance. We can use this perimeter to create a gap. We turned rapper object and the surface object. If you said it to zero, it means there will be no gap but depending on the topology and the polygon resolution off the two objects, you might get overlapping polygons. What is unique about this perimeter is that you can input a negative value which will make the rapper object seeing into the surface object. No, let's delete this object. And let's create the tourist object that circles around the sphere object if you select the tourist object and then use it to create a conform component object, said the projection direction. Too long. Vertex normal and then pick the sphere object here as the surface object. Let's hide the rep to object again so we can see this clearly. This is what we get. As a result, basically, this normal option will use each off overdoses local normals as the projection direction. Remember, it is not based on the surface objects normals, but it is based on the wrapper objects normals, and you can see that it actually uses the negative direction off the normals. So the polygons that are originally facing outward will get deformed, and the polygons that are facing inward will not essentially if you draw a line perpendicular to the backside off a polygon. If that line never touches the surface object, then that polygon will not be wrapped to the surface. Okay, I think the other options here are very clear. This will use the center off the rep or object for the projection direction instead, off the normal direction there is why all off the vert Asus will get affected. This option will do the same thing. The only difference is that it will use the pivot point location. Well, for this one two days, Max will calculate the center off the object automatically. This is sometimes helpful if you have a custom people point that is located far away from the geometry and the others are basically the same. But instead off the wrapper object, they are both using the surface object for reference. Okay, guys, I think we have covered all of the important things about confirm. If you select a conform object and go to the modify panel, you can access the open sea off to conform object, just like how you can access the O prince in the pro bullion object. The concept is exactly the same. So I don't think I need to explain this again 70. What we are going to create: in the section, we're going to focus on creating this product called Pepe Leo Shell. I hope I pronounce that correctly. It is basically a cheer product manufactured by an Italian furniture company called BNB. Tell you for this project, I have to split the lesson into several videos as it will be just too long to put them all into a single video. Now, if you open the official website you can see doing below, you may notice that the product is actually available in many different variations. We're going to create this version here that has a simple plastic seed and four wooden legs . What is so great about this website is that it provides three D models off the product that you can download off course. We are not here to learn how to download stuff from the Internet. We are here to learn through the modeling, but in early life project scenario, where you have limited time and budget, you should just download the file if it is available. You don't want to spend time modeling something that other people already created and provided for you for free. Okay, the biggest reason why you should try out this project is that this will be a great three D modelling exercise. You will have a chance to combine all of the things that we've learned so far and also discuss suffer our new techniques along the way. First, we learn how to set up the reference for the modelling process. But this time we'll be using multiple images one for the front view, one for the side view and less one for a top view. And we are also going to use a physical material instead off the old standard material for this reference images. Next we will cover how to use a spine based modeling technique called Cross Section and then a modifier called surface. We need this too, along with the subdivision method to create the seat part. After that, we're going to use the pro bullion feature toe cut out legs and finally we will use looking for method to create the support part off the chair. Now about the support part. If you open the office, your website and in school down, you can see a products configuration our feature on his website. What we are going to create is this variant called S H two, If you click on it and wait for a few seconds for it to load completely, you can see the three D model here. You can rotate the three D model around, but you cannot wrote it vertically to see the bottom part. If you look closely beneath the seed, there is support that connects the legs. I'm not really sure the standard name for this part. We just name this as the support part, the real shape off the support part. It's like this, and under real product, you can actually see suffer a small screw holes on a support part for our project. We want to make this simple yet still challenging to create, so we won't be creating the small screw holes. But as compensation, we will add large rectangular hole in the center like these 71. Setting up 3 sided reference : in this project lesson video. We'll start setting up the reference images, unlike the previous projects we've done before. For this project, we're going to use three images for the reference from View, Side View and the View. Let's start by creating a box object. Use the Cube option here. As I already said, all of the reference image sizes Toby Square Click drag in the View port to create the books object. Use the move more and placed the box object at the center off the world, then converted into inevitable Polly object. Press one to go to the Vertex mode. Now we only need three polygons out off the six polygons to remove three polygons at once. We can select this vertex and then hit delete. When doing this, you need to We were off the world. Coordinate. This is the Y axis direction, so this direction is for the back and front direction. This is the left and right direction or the world's X axis direction. Just make sure you delete the correct Vertex. Currently, all of this polygons are facing outward. We want them to face inward, so go to the polygon mode and press control a then find a free button to flip the normals. No, they are all facing inside. Next, we want to place the reference image under this polygons, open your file browser and just wreck the front reference image. Now to place the side and a top view images, you need to be in the polygon more and select the polygon you want to target. Now, if you open the file browser again and reckless image file, we can see that the image only applied to the selector polygon. Currently, it is flipped. Don't worry. We'll fix this later. For now, select this party gun and then find the top view reference image. Then just drag it onto the polygon next. So flip the side view reference image. We can press M toe open the material. 80. Terror in Studio Smacks Aversion. 2021. The default material created when we drag and drop on image onto an object is the physical material type, not the old standard material anymore. Now, if you are in the top level more and then pick the material, you consider the material assigned to the object, it's actually a unique material type called the multi sub object material. Inside this material, we have three sub materials one for the front image, one for a site image and the less one is for the top image. You can access the side material from here, but a faster way to extract material from a polygon we don't having to brush. The parent material force is this method. You need to be in a polygon mode, select a polygon first, then pick the material. Now the material editor only shows the material on the polygon. If you scroll down, you consider if you direct and drop on image onto an object, the physical material will have the emission value set one. This is like the self illumination value in the old standard material. What we need to access now are the image texture parameters. To do that in the base color section, you need to click this small button that has a letter M on it. Let me be select the polygon so we can see the image clearly. Then the flip the image in a tiling section changed. Do you value here so negative one we can see the image is now facing the front direction after you are done, you can disclose the material a return, and let's go back a lot of level mood next to better see the images in the view port, we need to set the quality setting toe the high preset. We've discussed this before in the earlier lesson. So you should already be familiar with this process. We also want to apply the settings so the other three view ports. So don't forget to click this. Apply toe a view ports button. Now, as you can see, all of you ports used the same high quality setting. If you want to make pull off them, use a solid color background. You can click here dangerous configure view ports in a big round tab. Just a solid color option here, then quickly apply to all of us. Button down here. All right. Next we want to make this reference object, Toby. Always in solid or a shaded mode. We have discussed how to Rudy's before force. We need to open the object properties window and then click this button so it stays by layer. Okay, open the scene. Explorer. Make sure we are in the layer mode now. And while the subject is like the click the new layer button. Rename it Toe Raph, and let's rename the reference object to Rough also. Then select the layer right click and open the layer properties window changed the display . Morato shaded Turn on back for a skull turn off show frozen in gray. For now, we don't want to freeze it as we have unfinished setting up the reference object. Okay, so currently we have a back face culling effect on a reference object. Now we want to scale the object so that the product image has, ah, height off 80 threes and the leaders and also said the bottom feet. So they are at the ground. So select the object and go to the front view because we already have the people point at the ground. We only need to use the effect object only more to be able to move the geometry. We're keeping the people point static after you are done. Don't forget to Tony's off again. Now we have something like these. Hopes in three DS max 2021. The default material setting for the reference image is glossy. This never happens before inversion 2020 or below. To fix this. You can open the material and increase the roughness value. But remember, we actually have three materials, so I think it will be easier to just turn off the highlight option in the view port. For this, we can open the part of you preset window again and just don't offer this highlight checkbooks and then forget apply this. Also toe the other view ports. Next, we need to fix the height. For this. We can create a dummy object, for example, a box. But make sure we don't use the Cube option. And also remember to set the active player Toby the zero therefore layer. Otherwise, the books will be created inside the roughly a year and just create the books at roughly the center off the world, then set the height of value to 86. Select the reference object and go to the front view because we said the reference layer, Toby always initiated mode. If you press f three, the books object becomes wire frame, but the reference object stays solid. Now we can activate the scale tool and just kill the reference object so that the product image height it's s High s the box, dummy object. I think we need to make the box a bit wider so we can skill the reference object. More precisely. All right. After you are done, you can delete the box object and then freeze draft layer. This way, the reference object is safe from any accidental changes. But before you start any modelling process, I think you should save the file first. 72. The seat: in this project, Lesson video will start modeling the chair product. To start, we will focus on creating the sit part. We can go to the left view but changed these to do right view so we can see the reference image Press G to hide the grid. We can start tracing the seat kerf using the line object. Start from this point and then just create more overdoses by following the reference image . Try not to make it too dense as we're going to use subdivision leader rightly to finish up now less clear, another spine for the back area. Now, we don't want to create the next Klein s a new object. We just want to add it as a sub object to the selected object. To do that, we can turn off this stuff you shape option here and just create the spine by following the reference image. And also by looking at the left spine Too much the number off for Texas. Don't worry. If they are not perfect now we will take them further after these, after you are done, just right click to finish up and then press one to go to the Vertex subject mode. Now there are two things that you need to do. First, you need to make sure that the number off over Texas had left and the right spines is exactly the same. You can use the refined command to add moreover, theses, or you can read them to reduce the number if needed. Second unit to distribute Divert Asses so the spaces between the overdoses are roughly the same. For this, you can just use the move toe to move the vert assist around. After you are done, you can go to the perspective, view port activity display in object mode and then move resupplying to decide. Next. We need to aligned over to seize in. Explain to the reference image for this area. We can use the front image, and for this area, we can use the top image. Let's go to the front view and used overtax up object mode. Just direct this versus along the X axis direction so damaged the reference image. If somehow you need to change the Vertex ZX escorting it, then you need to update the position also on a side view. Just find the best possible location for it. I'm speeding up the video. Now, as there is no new technique to discuss at this stage, you should Troy aligning the force Vertex with the n vertex, you might need to reposition a lot of vert assists too achy off this, you can go back to the side view an update dizzy excess co ordinate off these vortices. All right, I think we already have two nice looking spines. Next step, we're going to use the new spline modeling technique that we haven't discussed yet. It is called the cross section method. To use this method, you need to be in the spine stop object mode, scroll down until you see the cross section, but then to use newsfeature for us, click the button and then, well, the button is active. You need to click on a for spine and then click on the second spine. And so on to DS Max will create new spines connecting the vert assis from one to the other spines that we clicked to finish up. We can right click If you wonder what kind off spines that the cross section created. Basically, it just creates this loose explains the vert Assists are actually not connected at all. They are just placed in the same exact locations. So the question is, why do we need these splints, then? Well, we can use this network off spines to create a three D surface by using a special modifier called the Surface modifier. Please be aware that the modifier is not located in the world space modifier section, but it is part off the object space modifier section. So just move. Your most cars are here for us and then type self on the keyboard and then click this surface modifier to add it to the object. Now we have something like these. Currently, by default, the surface steps value is set toe five. This will create too many ages when we convert this object into inevitable Polly object. We don't need this amount off polygons as we are going to your subdivision leader. So let me under these ls change the steps of value toe only zero. Let's do a final check. Now we can convert the object into inevitable Polly object. Everything seems to be fine. Now Notice how the surface is straight. It should be curved toward on edge loop. We can use the Connect Command. So select this age and then create a ring selection, broth leak and interest Connect, but click on a settings button here. Move the new H loop slightly to the right. Just find the best value for the surface curve. Click the OK button. Next, we need to move ish off the vert assists in this H Loop Togo out along their normal directions. We cannot do this by just moving them in an access direction, for example, down like these on a Z axis, because this will not make the vert assists in this area to move to the right again. We want to move over Texas in their own normal directions. To do this, Force ho Control and click all over packs Aiken to convert the selection into overtakes selection, then taste the reference co ordinate mood to local. You can see how each off the vert ASUs has its own Z axis, which is pointing towards its normal direction. This way we can move the versus like so, but I think we should do this in front of you were looking at the reference image. Just drag this on a Z axis until we have something like these. Don't worry about the overdoses at the border will face them later. For now, just make sure you said the reference co ordinate back toe view. And before tweaking Dover theses, you should add a symmetry. Modify your force. We created the line in a side view before. That is why this direction is the local Z axis. Yes, you can see it is easier to see the overall surface curvature with the symmetry modifier. Go back to the irritable party object button on the show and result toggle button here. From this point, there are no new techniques that we can discuss. So I'm spitting up the video now. Essentially, I'm just eyeballing the vert ASUs and tweaking them as needed, using the move tool to create smooth edge loop lines. All right, after you are done, you can go back to the top level mood to a thickness. To our model, we can add a show modifier. The first thing I usually do after ending the show modifier is turning these straight and corner option on this will make sure the model has a uniform thickness. Now we don't actually need the outer amount here. I think we can see this better from the side view. Just zero the outer mountain and an increased dinner amount. We need to make it slightly ticker than the reference because the subdivision will strain the objects volume later at the stage. You can still take the vert ASUs toe. Perfect them by going back to the irritable Polly. Be subject. Now, if you add the tube or smooth right way, it looks kind off. Nice. But you won't see any corner details at the border area to fix days before the tour was with modifier, you need to add a jam for modifier s usual. The chance for a modifier effects too many ages by default. We only wanted to affect the shop corner ages. We've discussed this before. Basically, we can increase the minimum angle threshold toe higher value, for example 60 degrees. Okay, then let's zero out the champ for amount. First hold out and wrecked the spinner up until we have something like this. After you are done, you can turn on. The tour was smooth modifier. And there you go. The seat part off our chair model. We can increase the attrition value to to to make it even smoother at the stage. You can still tweak the vert ASUs here and there to make it even better. But because there is no new technique to discuss, I can do the additional tweaking off the record. 73. The legs: in this project. Lesson video. We will continue modeling the chair product. We're going to create the legs now. Let's start with the bottom birds, create a small cylinder object, then opened the modify panel. Make the height segments only one for the sites because the object is small, 16 will be enough. Let's go to the front view and aligned position. Make the radius smaller. Introduced the height. Basically, I'm just trying to line the cylinder toe the reference image now for the backside. Just hold Schiff and readiness to duplicate it to Skopje and just week, the position from the side view and also from the front view to match it with the reference image. So now we have the two bottom birds. Next, let's create the main chair legs for start. We can just duplicate the pet object upward because this is a bigger object in the bed. Let's change the sites to 20. Go to the front of you, find the best position for it and an increased the radius towboat decides. And for the height, let's increase the value until it is penetrating the city object. All right. Next, we need to tell the leg for this, we can use the rotator from this view. We need to wrote it on. Why access? So use this. Why scale input field here. Just rotate the cylinder until it is aligned with the reference image. And I believe the upper part is slightly bigger than the bottom part. Instead of converting the object into inevitable Polly object, let's just at unedited Polly modifier. For now, go to the Vertex mode, select the upper river taxis and then make it bigger just a tiny bit. It looks OK now from the front view. Let's go to the side view. Activate the rotate tool again. Now we need to wrote it in the X axis. You can press F three to see in the wire frame mode and just wrote it. These like, so you can make small adjustments using the speed order. Next. For the bottom part, we can add more detail by going to the polygon mode and then Beverley. But I think it will be easier to see this in a front view. Just do of ever like this too much the reference image. Currently, if you hide the ages, you can see that the smoothing group in this area looks terrible. Just lift this as ISS as well Fix it leader. For now, let's hide the grid. Next to create the back leg, we can just duplicate the front leg to Skopje, goto the right view and voted leg. Just find the best tango that matches the reference image. The side view is basically done. Now let's focus on the front of you. Move it to the correct position. Their news, they rotate. Oh, for now we need to wrote it on y axis. All right, we know half two legs, front and back. But they are both on the right side. To create the left side, we need to use the symmetry modifier. For these we can select any of the four objects. For example, this one converted into an irritable polly object. Just attach and then click on the other three objects to join them in. Next we need to reset the transformation and then move. The people point to the center off the world to reset. We need to go to the utility spaniel, reset, transform, then reset selected. Convert this again into inevitable Polly object to threaten out the modifiers Next activity , the paper only mode, then just zero out the exc ordinate and also according at value, Turn these off again and now we are ready to add the symmetry modifier. Finally, we have all of the four legs created, but currently they are still penetrating to sit object. We can fix this easily using pro bullion. For now, let's convert the object into an irritable Polly again. You don't have to do this, but the less modifier exists, the easier it is for the computer to calculate it. Okay, now, to create the pro bullion object, we need to go to the create panel, then component objects and then pro bullion because we selected the like object. It is now the a Oprah in. We need to select the sea. It has to be open. Make sure it is set toe subtraction and then we don't want to remove the original object. So select copy here, click to start picking button and click on a seat object. You can see how the geometry in this area is now cut out. Next, convert this object in tune irritable Polly again. Go to the element mode. Select all of the upper elements. They can be selected like this because they are already separated from the main leg due to the bullion operation we did before and this press delete to remove them. Finally, toe fix the smoking group. We can do this quickly by going to the polygon mode, control a dislike all and then scroll down until you find the Smoothing Groups section and then click the auto smooth button. And now we have something like this. On second thought, I think 45 degrees is too much. Let's go back to the polygon mode and then change the smoothing threshold to 30 degrees. Click auto Smooth again. Now we can see the smoothing groups are separated in this area. The legs are basically done. We'll create the support part in the next video. But don't forget to save the file for us before moving forward. 74. The support: in this project. Lesson video. We will finish up modeling the chair product. Now we're going to create the super part. Let's hide the city object for now so it doesn't get in the way. Go to the view port. Create a rectangle at the center off the chair. Activate the move mode and make sure the X coordinate. It's at zero. Then increase the corner radius value. So about this big convert the object into inevitable a spine. Go to Dover tax mode so we can see the Vertex is better and then use the Create Line command to create the authorship off the support object. For now, you only need to create simple corner type vortices. We will use the feel, a common leader toe come out, diverted sees and we are also going to use the symmetry modifier leader. So now we only need to focus on the right side off the object. After you are done, you can select this vertex and also this vortex and then use the filet command to convert them into rounded curves. And then we can select this one and this one and performed the filet command also next to reduce the number off versus when we later convert this plane into a treaty geometry object . We can lower interpolation steps of value toe. I think one is enough as we are going to use sub deficient later. Next, convert the object in tune irritable Polly. If you press F three toe goto shaded mode, you can see that we actually have a surface with the hole in the center. Now we need to find ways to create quote based polygons out off this large and growing surface. But currently the objects color is so similar to the reference image, let's change it toe bright green color. So it is easier for us to differentiate the objects. And then let's activate the pain connect tool. We've discussed how to do this so many times before, so I'm speeding up the video now the best polygon type s squad. But it is okay if you need to have a few triangles in the model here and there. All right, we can now add a symmetry modifier. And then at the tour was smooth modifier. So until now we have something like this. Next, let's unhurt the sit object. Basically, we want to conform the support object to the city object. We're going to use the default active you projection method. So in order for this tour properly, you need to go to the bottom view poor where we are looking straight at the Z axis. Then well, the support object is selected. Open the clear panel to us compound objects and into his conform. Then click the crypto object button and then click on the ship object. We now have a conform object to better see the result. Let's go back to the perspective, you poor and as usual, open the money. Five. Panel, then turn on the hydro upto object. I think we can just set the standoff distance value to zero for now and just convert the object into an irritable Polly. Let's move this down so it doesnt overlap with the city object. Go to the side view and let's send her out. The people point First, we need to move this up to follow the reference. I think I prefer to movies up in the perspective. You in a solid view more just by eyeballing it. Okay, Now go to the borders of object mode. Control A and then, while holding the shift key dragged them up to create new surfaces to fix the smoking group . We can go to the polygon mode, select all and then scroll down until you find a smoking groups section click on the auto smooth button. Next, we want to make these corners to be less sharp and so make them more realistic. It's always we can do this using the champ for a modifier and the usual settings. We've discussed the settings over and over again, so I don't think I need to explain this anymore. Okay, guys, finally, we have created all the parts off richer product from responding forward. You can just group them or you cannot touch them all into a single irritable Polly object if you want. Oh, I believe you already know how to do that. By now. I rode yourself the fire like these so you guys can check the modify your slader