Transcripts
1. 1 Introduction to splines: Hi everyone. My
name is Alan and I work as an interior designer
for more than ten years. I'm using Freds, Max, and V, ready to
create my renders. And I would like to share
with you my experience. Since Freds Max is
quite a big program, I've decided to create
courses on separate topics. And in this course I
would like to talk about the most important part of creating almost
everything in Freds max. We will talk about plants. First of all, this course
is for beginners to start. You will need the minimum
knowledge how to navigate in pre DS max about the rest we
will talk in this course. Since I'm an interior designer, I think that the best way to learn and apply
it's by practice. That's why this will be a practical course divided
into three big parts. In the first one, we
will talk about theory. First, we need to understand
what are the plans, why they are the
most productive way to create your projects. We will talk about every
single instrument. And by the way, suppliants
got quite a big palette, but you'll have to
know how to use them if you intend to
create three D projects. We will talk about what is the supplant vertex,
their types, how we assign volume
and renders plans, how these plants appear
and look in our images. And step by step, we will
get to the second part. In the second part,
we will talk about the question that bothers
all those who work with real projects and
dimensions and are trying to link all those
projects into one piece. We will try to understand
why Plants and Max got no dimensions and
why they are usually imported from arcade. Mostly we'll try to create
using suppliants from real sketch interior
walls in order to understand the principles
how to create interiors. They will be like a
small practice for those who are in
interior design field. We will try to
understand the logic, why we are not using Freds
max from the start when we try to create our real
projects with real dimensions. But rather like a
studio where we bring our ready structures
and where we assign volume and create
cool Fred renders. We will raise interior walls. We will create a photo studio so we can get used
to the principles, how we obtain photo realistic light
materials and renders. And last, the third part
will be our practice part. We will talk about
what is perspective and about the principles,
how to model. We'll create some Fredy models. In the end, they'll
be our homework. And the fact that you'll be able to create and render them, we'll show that you understood
the previous theory part. And this course material
was applied into practice. Being like a final stage of showing your skills
that you've learned. By the way, I encourage you
to upload your results. First of all, you'll be
able to compare them with other students and
at the same time they are quite a big
work motivation. Well, let's get started.
2. 2 What is a spline?: In mathematics, Applying
is a special function or a mathematical representation
used to design and control the shape of complex
curves and surfaces. I won't get further with
complicated definitions. For us, this is enough. We will focus on design tasks. I created this course from the point of view of
an interior designer, as this is my main activity
in direction using Preds Max. This is a very
complex software and a lot of users treat it from
different points of view. It depends what you
are trying to create, Same tools, but
different approaches, and different logic of
what you are doing. And your final
result, which shows, by the way, visually, what is the core of you are doing. If we talk
about creating interiors, of course we need some
advanced tools to create them. Spliance are the
perfect tools for this. We must point out a
very important thing. Before we get into spliance, we must understand our movement
map or our general plan. There are different
ways to create the same things in Freds. Same principle applies
in other fred software, but we talk about Max. When you'll see
the final result, you won't be able to tell which method was used,
the result counts. But you can do this
slower or faster. It's up to you same
result, different timing. There are five
levels of modeling. Anything in Max. If you want to focus
on modeling skills, you will need to pass all five. It will take a few years, but if you want to have
time for other things such as developing your
interior design skills, for example, I call
this the brush problem. By brush, I mean any three D
software or three D tools. When you learn and develop
the technical side, you learn the tools, you learn advanced
techniques and so on. But when you face a real
interior task in a client, you don't know what to do. Technically, you are ready. But the problem is
not the program, you may know it at
a perfect level. That's why I suggest for
interior designers, of course, if someone loves modeling
and he feels that this is the only thing he would like to develop, it's okay. But for interior designers, as I said, I suggest
a complex approach. We learn a bit of modeling,
a bit of rendering. We learn how to develop an
interior project and so on. We don't focus only
on one direction. We need to obtain the skill of full interior design process, meaning from starting an
interior design project up to finishing your job
as an interior designer. If we get back to modeling, we won't need all five levels. The first three will be enough. You can always get back
and develop that after your full interior process
is already working suppliance at the second level
after standard primitives. In this course, I'll try to show my method of
learning suppliance.
3. 3 Let's start from the START: Let's start from the start. In this course we will start to learn suppliance
from the start. This will be very helpful especially for beginners
and by the way, the version of preds
max does not really matter as the principles
remain almost the same. We will try to reveal
an overall image of the spliance tools and
they're using free DS max. But we will focus mainly
on interior design tasks. As I said, there are
different ways and methods obtain the same result. Suppliants are very complex
and a fast way of doing that. You can build, for example, the walls of your interior
project using simple boxes. But it's a lot easier and faster to build them
using suppliants. Although the result will be
the same, timing counts. First of all, before
we begin to use plans, we must understand
the final result we are trying to obtain. This is one of the
most important things. We have to create
a movement map, like a general plan
of our future steps. Suppliants got their
own different methods when it comes to applying them. I'll try to explain this
logic in this course shortly. We can say that the
way that we use them linked to at least
level three of modeling, which is the polygon level, as plants are just shapes
without volume that will be sooner or later
converted to volume. That's why our future result tells us how we will use them. By the way, you
can use only level two and level three
to create interiors. This will be enough. I will not count radio, Fred models you will
use like furniture, decorations, slides, and so on, as most of them
belong to level four. Your job as an
interior designer is to choose and combine
objects, shapes, colors, textures, depending on clients preferences and
style that you use. That's why if you'll get too
deep into one direction, you may not have enough
time to get to be perfect. Good enough is good enough. And when you finish your
first interior projects, you'll understand
that you have a lot more to learn
than one direction. The final result counts
and the way that you deliver it to your client
shows your skill level. You won't be able to show it if you don't know the basics, but you don't have to be super advanced in using
tools to create it. Getting to technical,
it's not bad, but you must remember first
you have to be creative. Idea is far more superior. Okay, further with our course, we will begin to analyze pliens. We will pass throughout
their instruments. Although I don't really like the idea of help type earning, this is the first button, does this, this is
the second one. But I would like to create a full understanding
of this plans. We will pass those tools and we will also have
a lot of homework, so we can apply that all in
real tasks and examples. Before you start to
create interior projects, we must learn the tools.
4. 4 Splines first steps: I'll get back to our first
question. What is this pliant? First of all, after
our first level, standard primitives which are
the basic objects and max. Next we have thispliance. I call this the second level. You'll soon understand why spliance and max are also called shapes here in this rollout
as you can see we have a few other options including extended suppliance and
most important nerves. They are a special
chapter in Max, we can create a whole course
only on nerves shortly. They are very alike
like spliance but they have a bit other
principles of using. I won't stop to talk about
them in this course. We'll talk only
about suppliance. All these are suppliance. Let's try to talk
about the first, the most important
instrument from here and the most used one line. In the latest versions, we have also another
instrument called free hand, which is somehow another
form of drawing lines. But let's begin with the line. I will draw a simple line. This is our first line. It is the most simple shape
or object with no volume. A line. It's the same line a child draws on
his first drawings. The child also has indefinite
more complicated lines. He draws them
intuitively in mags. They are drawn using this
instrument called free hand. We call them lines. In mags, they are called
splants or shapes. We also have other
splants like rectangle, circle, ellipse, arc, donut, gone, start. It's also a plant and modify. We can write the text. Alex. Usually we use plants
in two D more often, but this plants also
perform in D as well. We will begin with two
D, egg like donut. It's rarely used. We are using rectangle and
circle section very useful. I will show examples and three hand which we
already saw how it works. Well, all these are supplants.
5. 5 Convert to spline and why do we need that?: I would like to start to explain the first technical moments that are linked to different methods when it comes to
using suppliance. I said that first of all, we need to determine
the final result. And after that, we can set up our movement map or
our future steps. We will continue to
talk about this topic. We didn't reach yet
some tools so that I'm able to explain that from
a general point of view, although it's a lot easier
to show that in examples. And we will do that of course. But one of the first steps
that leads to understanding those technical behavior of
the spliance begins here. The difference between
standard primitives which we call level one, and suppliance which
are level two, is one of the
starting points that sets up our movement map. Let's analyze a
small difference. I will model two
objects and they will look identically In render, our clients perceive
our renders as a whole. We, as designers must break
them apart into layers. This is the factor that
distinguish us as professionals. When an issue occurs, we must identify the
layer it belongs to. We cannot say the
whole work is wrong, we correct the issue. For example, it may
be a light issue, a material issue,
even a model issue. Whatever The final result must
be pleasant to our client. When all the layers create a hole that does not bother him, but instead gives him
the result he expected, then we can say that we achieved our goal and our job
as a designer is done. Of course, we need to work a bit until we reach that level. Now what our client sees on our ender is just
a method that we use. The same result can be
achieved using other methods. Of course, we don't have
thousands of methods, but still there are a few. As I said, he perceives the image of our
ender as a whole. For him, it doesn't matter if we use level one
primitives, for example, boxes, to build our walls, or we use level two
spans to do that faster. All that counts is the result. But for us, this is a
very important moment. So first of all, we have renderable objects in Max
And objects that are not seen in render
splines initially are invisible in our renders
as they don't have volume. We can assign volume to them, but in their initial
form they are objects. Or should I say shapes
without volume. Now I will get to Max and
I will model, as I said, to objects using level one
method and level two method. And we will see in our
render how they look identically and we are not able to tell how
they were created. Let's begin with a rectangle. This is our level two object and a box which is level one. All already if we can call them. So objects got parameters
except from line. We will get to that in a
second important rule in Max, we've got two types of objects, parametric and non parametric. For a parametric object, for example a box, I can adjust the
length width and the height and our rectangle
as well got parameters. And it is also a
parametric object for now. And I can adjust the
length and width as our rectangle is an
object without volume, at least at initial stage. This will be the only two
parameters I can adjust. At this parametric stage, I can assign to our
objects rectangle, in this case exact
parameters or dimensions. This means that for free DS max, they are recognizable
as box or rectangle, well defined objects
until they are converted to a free form and lose their
parameters function, like a spline or
polygon for example, but gain access to other functions and they
become non parametric objects. They maintain their dimensions, although I have no access to those parameters
after conversion. But technically
they transform to other type of objects
with new functions. And we will talk about
those functions here, interferes our first
steps in methods we use. As I said, our suppliants, no matter if they are in
initial parametric form, can be adjusted to
exact dimensions. Further, we usually
modifiers to give them volume so they can
be seen in our render. In this case, I will use one of the most used and simple
modifiers extrude. It pulls out from a shape
volume at a specific height. It's like adding the
height we missed in the rectangle parameters like
when we created the box. Now in upper panel we can see we got two layers
like in Photoshop. On our first layer we
got our rectangle. By the way, we can modify
the parameters and the whole new object
will modify as well. Let's push it
further. Let's assign the same dimensions
to both objects. For the second object, I will use second layer
to adjust the height. By the way, for rectangle, you can adjust the
visibility of those layers. As you can see, they
look identically. Technically they are different, but visually they look the same. I'll render them so we
can see that in render, they got no difference
in how they look. I'll assign the same V material. We will use V for this course. As you can see,
they look the same. Next I would like to show
the difference between a parametric and non
parametric object, a level two object. We will continue to
work only with them. Further got in the
lower first layer a rectangle, a
parametric object. Same parameters you can find in other splines, at
least initially. As I said, except for the line, the first line from our list. I'll draw one more
line and modify. As you can see, we've
got other new functions. We can access them by
conversion of our splines, like rectangle or circle, or any other spline, but line is a converted
spline from the start, you will say, wait a second, How do we assign
dimensions to our lines? We will talk about that
a bit later when I will show how we
model our walls. For now, I will copy our
rectangle with extrude. Here we see parameters. I will create one more copy. I will delete second layer
extruded for a moment. I will convert it to a
non parametric object. You can see five
options of conversion. We need the first one only. By doing that rectangle will
maintain its dimensions but technically become
another type of object with access
to new functions. We will talk about
them in this course. I'll add extrude. As you can see, we got, again, two identical objects, but they are technically different ones parametric
and the other, it's a non parametric object. You may say there are a
lot of functions here. Yes, this is the second
level of modeling and we need a complex approach
to model everything we need. In Max, we will talk
about all these tools.
6. 6 What is sub-object level?: Let's talk a bit about what
is the logic of getting from a level object deeper
to a sub object level, and what is in fact
the difference between level one and level two objects. In the first part
of this course, we talked about simple objects, standard primitives like boxes
and cylinders, and so on. We tried to model some
pieces of interior furniture using them to model different
details of the furniture, but those shapes were
to more simple form. When we begin to take it to a more complicated
level where we have details with
more complex shapes, we cannot use those level
one objects anymore. We need to pass to the so
called sub object level. Or in other words, we can
say that we enter inside an object and we modify just
a piece of that object. These functions were
previously unavailable. But in this case,
we will need to convert our objects to
an editable object, and after that, we will get access to that sub object level. Before we go further, I would like to explain
one more thing. This is about the different
methods of obtaining our initial shapes of
our future objects. It's better to call that. So the level two of
creating objects, of course is not an ending
for our future objects. In this course we will talk about a more advanced level of creating three D models in
free DS max using spans. Some of those objects
will have enough details to be ready to be used as
a finished three D model. But of course, if you remember, we got five levels of modeling. There are of course,
objects that demand even more
modeling and usage of level three or maybe level four instruments to be brought
to their final aspect. We cannot pass to those
objects avoiding level two. But we must understand that
when we create a free model, we need to preview the
full movement map. Unless there is a big
chance of failure, we can get to a point in level three or worse
in level four, when our free model is no good because of the
way it was created. For example, the mesh
is too dense and we cannot use that model
anymore at level four. Or it's a lot easier to
model it from the start instead of correcting some
mesh issues and so on. I don't want to get too deep into that until we
reach those levels. I will create
courses on three D, modeling more advanced objects. But in this course we will
talk about suppliance. I would like to explain
some of those moments that we must avoid
in level two phase. First, we will learn how to create suppliance
work with them. And when we will get
to our first models, I'll try to show that
in real examples, we already learned
instruments so you can fully understand what
I'm trying to say. Okay, first of all, let's
analyze how Supplian works and what is in fact
this sub object level.
7. 7 Splines vertex types part 1: Let's talk about the
sub object level when we try to get
deeper into apply. In this case, we can get to a sub object level for
other types of objects, like polygons for example, but they belong to level three. For now, we will talk
only about suppliance. It's very like like entering
a building with three rooms. The building is the same. The whole building is
like a level one object, but we can open one
of those three rooms. For suppliance, we got three subobject levels
and polygons got five. We get to a so called sub
object level and we access functions or
instruments that were not previously
available for free. Ds max. While we
enter an object, the other objects temporarily
are not available. It's like entering a room. And while you are inside that room until you don't
get out of the building, you cannot access
other buildings, you are inside that object. I'll try to show that.
Let's get to Max. I'll select our
previous line here. You can see we've got those
three sub object levels, vertex, segment, and supply. When I press, for example, one of those sub object levels, for example, vertex,
I can access, as I said, a bunch of new tools. We will get through them all. Some of those functions are
active and some are not. It depends on which sub
level we are right now. While they are
linked between them, still they perform
a bit different. If I access next
sub level segment, you can see that some of
the previous tools are now not active and
other became active. Same thing with the
first sub level spline. By the way, you can
adjust the panels if you feel more comfortable
seeing all the tools. Now back to our line. Our line got two points. A point in Max is called vertex vertices and one of
those points is yellow. This is the first
point of a line. Or should I say plying the first vertex
is very important. We will talk about that, I'll
try to create another line. You can see here written
creation method Panel is divided into options, initial type and drag type. I will explain that panel
in the next lesson. For now, I'll simply
click attention, not click and drag. Simply click to create
some vertices of applying. It's called line, but
actually it's spin. We can access our sub object
level using three methods. If you can see here,
I open the word line, which is like a general
object or our building, and we see our three rooms
or our three sub levels. I can press in this
upper panel on vertex, for example, and we
enter our first room. Same thing will happen
if I press here. The hot keys, by
the way, are 123. They will do the same thing for polygons where we have five
sub levels. It's 12345. As I said, while I'm
working with my line, in this case it's like
being inside a room. I must press one more time. Vertex if I'm in vertex sub level or I can
press one same thing, only then I get out
of the building and I can access other objects. Let's take a closer
look at our vertices. As I said, each
splyin got a vertex or a point which has
another color than others. Usually yellow, and it's
called the first vertex. We will talk about that later. This is very important. Here you can see a function called display vertex numbers, and their numbers will appear. Here you can see the
yellow vertex is one. It determines the
spli in direction. We will use this for
example when we will wear on our splines
to create volume. I'll show this later. If I will select a vertex,
no matter what number, I can assign it one of
four different types, sin Bezier corner or smooth. Right now my vertex
is a corner type. We can see this
function is checked. First, I'll show the difference
between those types. I'll create four rectangles. Now if you remember rectangle
is a parametric object, I will need to convert
it to an editable spline or object to gain access
to sub level functions. By the way, as I said
line, it's also a span. But being created as a line, I can see here a written line. And my rectangle
after conversion lost its definition and
became an editable. Now I'll press Vertex
so I can get access and select all my vertices
of our first rectangle. Usually we press hot key one on keyboard, it's a lot easier. But while we are learning
I'll use both methods. It's a lot easier
visually to understand. I'll select all my vertices. You can see they are
now busier corner type. The type is checked
and I'll make them. It's one of the
most simple types. It's a straight line between
two points or two vertices. It is used for straight shapes. I can create a more
complex shape. After that, I can use a modify usually to give
that shaped volume. I'll use extrude, one of
the most simple modifiers. It pulls a volume out of a
shape at a specific height. Here I got now two layers. My spline is layer one. And by the way, I can return
and change at any time, any vertex position, this
will change the whole volume. Here we have a button
show end result. While I'm at layer one level, I see on my screen
the layer one, no matter if I got
other layers above. But using this button, it gives me the opportunity to see the final layer
or the final result, or how my object will look in the end while editing
a more lower layer. Now we got only two
layers. Very important. We must avoid the
intersection of our suppliance in other
software, it depends. Usually that kind of object will not be created as
it got an issue. S Max will create this object no matter
if it has an issue. We will talk more on that. If I delete my second
layer or our volume, our first layer or our spline
remains at initial stage. Next, let's talk about
smooth type smooth. It's an old method to
create smooth lines, but they lack advanced
control, it's rarely used. For example, I want to create a smooth line from
a straight line. By the way, Now
you can see while I'm inside my second rectangle, I cannot select our
spline until I don't get out of that sub object level
or get to our initial level, an upper level object level, and my sub levels are
gray and not active. I'll copy or spline, I will assign smooth
type to all vertices. As you can see, the line
became smooth compared to the first one with corner type
vertices which are straight. It seems that this
is a useful tool, but in fact it's rarely used. We use usually bezier. Next we'll talk about bezier, and this is quite a big topic.
8. 8 Splines vertex types part 2, Bezier and Bezier corner : Let's talk about Bezier. First of all, I'd like
to explain why I divided the first two types from
these two vertex types. Well, they are indeed
a huge topic and they are the base of
all complicated shapes. And not only in Max, if we will try to say
this in a simple way, we can say that if any shape
that we want to create, it's not straight like
corno type vertices, then it will be bezier. What does this
word bezier means? A bezier curve is a parametric curve using computer graphics
and related fields. A set of discrete
control points, we will talk about them, and it defines a smooth
continuous curve by means of a formula. Usually the curve is intended to approximate a real boiled
shape that otherwise has no mathematical
representation or whose representation is
unknown or too complicated. Bezier curve is named after French engineer Pierre Bezier, who used it in 1960s for designing curves for the
body work of Renault cars. Shortly, this is a
tool used to create and control
complicated surfaces. We will use them from now
on for our Fred models. Of course, we will begin
with more simple models so we can adapt and feel
comfortable to use them. Let's get back to max. I'll finish the
last two rectangles to explain the first steps, how we will use
Bezier tools in Max, by the way, not only in Max. Let's start with the
third rectangle. If I will select my vertices, you can see that they have
green points close to them. These are the Bezier
control points. In this case, they
are Bezier corner. Because of the fact that they overlay above the
rectangles corners, it's not quite clear how they perform. I'll draw a circle. This example will be visually
more easy to understand. I'll convertuspline now. As you can see, each vertex has a yellow line and
two green points. This vertex itself, it's like our center from where we
adjust the whole shape. The green points are like
handles that control how this specific vertex is receiving
and delivers the shape. It sounds not quite clear but you'll soon
understand what I mean. If you remember our
spline got direction. Vertex is very alike like a
checkpoint for a race car. The car moves in one direction, so does the spline. Depending how these
handles are set, we obtain the shape of our
future spline or object. Here you can see these
handles are now bezier. We also have bezier corner. Let's begin with simple bezier. For bezier, simple type, they are always symmetrical and one handle mirrors the other. I'll try to move one
handle and as you can see, the vertex remains
on the same spot. Only the shape between two
closer vertices changes. We will remain into D for now, same thing works in three D. You may ask why
this plane is jagged. We talked about this in the
first part of our course, but I will explain this
in the future lessons. It's about interpolation. We'll talk about this shortly. If I'll change to adaptive, it will be perfectly smooth. But there are some
moments that we will talk about a bit
later why we don't use adaptive all the time here interferes
our movement map. All this will begin to
make sense when we will get to homework and
to modeling objects. Okay, back to our rectangle. This vertex for example
as the other as well got the same handles but they are
bezier coroner second type, while simple bezier
is symmetrical, bezier corner handles
act separately. They are used to create
corner or sharp edges. I'll activate adaptive. Our respline looks smooth. As you can see, all the
vertices are bezier corner. If I'll change them
to simple bezier, they will erase all sharp edges and will create smooth edges. By the way, this is one of the main reasons
why we don't use smooth type vertices and
why they lack control. Bezier simple type always keeps the handles at 180 degrees. If you will pull one handle, it will mirror your action
with the other handle. One more function I
would like to point out. If you can see the shapes
is not quite symmetrical. Although we didn't
move the vertices, we moved only the handles. There is a function
reset tangents, that resets the handles
to an initial position. A few words, about
three D. We can bring our spline from two D planer
editing to a three D spline. We'll have examples when
we'll get to modeling. For now, I'd like to point
out that we use usually two D projections when we
work with splines top. For example, at least
we start from two D, and step by step
we get to three D. It's a lot easier to show
that visually in examples, and we will try this when
we reach our homework. This will be after
a few lessons.
9. 9 Creation method click vs drag: Let's talk about the
panel creation method. I would say this
is an instrument that it's not so often used, but still we will have
to pass it as we plan to pass all the instruments
from the suppliance. We've got a few methods
of creating suppliance. One of those two methods
is to use click or drag. When we press on, we can see here written
creation method. We have two options, initial type and drag type. Let's talk about the
first one, initial type. We've got two types, how we can start our
spline corner and smooth. This will decide the type
of the first vertex. We actually use always the first type corner and
it's activated by default. This is the most comfortable
method of creating a line. We just click and we create
corner type vertices. In this case, our line will
be straight and by the way, you can see all the
vertices are corner type. Next, I'll change the smooth, all my vertices will be
created as smooth type. I'll switch back to corner. Now let's talk about difference
between drag and click. The second subpanel
is called type. If you remember, I said that we just click when
we create our line. If we will click and drag, meaning that we will
hold our mouse button, we will get another
type of vertex, and the type is written here, one of these three types. By default it's
activated bezier. When I click and drag, I'll create new
bezier type vertices. I'll select them
all and you can see the handles and the fact
that they are all bezier. I know that we can use this method still
after our homework, you'll understand
why we don't use it. Shortly we will use
straight lines and then we will assign roundness
or smoothness to them. The second type, smooth, same thing as bezier. And the third one corner, it's actually like
the first type, it will create straight
lines no matter if we click or we
click and drag. I'll switch them
back to default. I'll show quickly a short
example of the logic, how we will use our lines
for our future models. First, we draw the
straight lines, then we will adjust the
roundness of our future shape. Usually we use fill it, We will talk about
this a bit later. The logic of this method is
we draw first general lines, and then step by step
we get two details. It's very like like the
logic of pencil drawing. I'll show this in homework. Next, I would like to
explain interpolation.
10. 10 Interpolation: Let's talk about interpolation. In the first part of the course, we talked about what
is interpolation and the principle of
roundness in prides max. There are no round
object in preds max. Everything you see it's
a number of segments. As I mentioned, the
first part is not necessarily linked
to the second part. I will repeat myself and I will explain interpolation
one more time. We will need this a lot. It's very important
for our future models. First of all, let
me explain what is the principle of roundness
in Phds Max and what is the meaning of the phrase that there are no round objects In Prides Max, I'll
create a sphere. As you can see, the sphere
seems to be perfectly round, but if you look more closer, we will see that it's
not actually so. The edges of the
sphere are jagged. I'll create a copy of the
sphere in the modify panel. I will check this option smooth. Now our sphere
looks as it should. It is created from a
number of surfaces. This unchecked option smooth removes actually a
function that is displaying the sphere with a smooth transition
between those surfaces. This process, it's
called interpolation. I can increase and
decrease the number of segments and this will impact directly the
appearance of the sphere, its quality or roundness. It's affected directly by
this number of segments still preds Max will see it as a sphere no matter what
quality we assign. If we pass to our second sphere and we will uncheck
smooth option, you can see that the
Jack dages actually show the number of those
surfaces smooth. It's only a visual effect meant to decrease the usage
of computer resources. And at the same time giving us, or at least trying to give us the best roundness
effect appearance. One more thing I
would like to show is how interpolation
works with S plans. This fact is very important
for our future free D models. I'll create a circle, as you can see, the same
moment with the Jack ages. I'll create a copy of that circle and I will convert it to an
Editable suppliance so we can have
access to vertices. Interpolation tools work
between two vertices, meaning that the
steps that you see here define the number
of those jagged edges. By the way, interpolation works not only for
editable suppliance. If you can see here
my first object, it's a circle still, it got the same access
to interpolation. If I out set the steps to zero, the line between two
points becomes straight. That is what I actually
meant when I said that interpolation works between
two points or two vertices. For Max, this is still a circle. At least he tries to
draw it, but it can't. There is no steps.
What you see here, optimize actually tells Max to optimize the
software resources. In other words, it tells Max, draw a circle at the
minimum resources possible. If I will increase the steps to one between two points
or two vertices, Max tries to draw the
roundness of the circle and it divides that line
into two equal segments. In other words, we can say that he tries to interpolate to create the maximum roundness
appearance using one step. If I led two steps, same thing. Only now we got two points
and three equal segments. By the way, do not confuse those segments with the second
level subobject segments. This lines between two
points, it's one segment. Interpolation is
trying to bend it inside one segment from
a sub object level. It's more correct
to call that steps. We don't confuse them with
segments from subobject level. It was decided that when
we reach six steps, the circle looks like a circle. Or at least its appearance, it's very close to
a perfect circle. That's why here by default, we got six steps. Now, what about adaptive? If I'll check adaptive, my circle will appear
to be perfectly round. You may say why we don't use this option always and it's
now checked by default. I'll try to explain this. This is about our
different methods that we use when we pass from
spine level to volume, or from level two
to level three. Let me show you this visualme. These two circles seems
to be almost the same, but still there is
a big difference. I'll apply a modifier extrude, we will soon use it for our
walls and our homework. For now, I would like to
show the difference between two objects with volume
raised or extruded from plan. With adaptive and
simple optimize, you can see visually that the mesh is actually
the difference. Those little segments
that we called steps, we tried not to
confuse them with segments created a
more dense mesh. Now here interferes
our creation methods if our object would
reach its final shape, meaning that it will have
enough detail to represent the object that we tried to model using level
two of modeling. And there is no need to
pass to level three or level four where we use
turbusmoof shortly. This is an instrument
that creates complicated, smooth fred models. I will not discuss
this instrument here, but I cannot pass the fact that the
objects that we create here on level two may reach
level three or level four. At some point in this course, we will talk about
level two objects, but we have to know that using the same instruments
we can push it further and reach level
three or level four. Of complexity, same tools. But it depends what
we model In't, get too deep into level four. But in a few words
I would like to describe why we
don't use adaptive. If our object would
reach level four, the mesh for objects at
level four will be to dance and it will be
almost impossible to work. That's why we have to
create our movement map. As I mentioned earlier
in this course, I said that we will work
with level two objects, but we must keep in
mind that this is not the final point for
our three D models, at least for some of them. Anyway, level two is quite big on our way of increasing
our modeling skills. We cannot keep it as
it is the base that links the splints or
shapes with volume. And of course, that volume
increases in complexity. We will begin with
simple models, and we will increase
the complexity of our models using level
two instruments.
11. 11 Open shapes vs closed shapes: In the previous lesson, we
talked about the vertex types. In this lesson, I
would like to talk about the open and
closed shapes. This is a very important topic and we will use it a lot in our Prides Ma tasks
in Prides Max. An open shape
refers to a type of object that does not form
a closed loop of boundary. An open shape consists
of segments that do not connect their
first and last point, resulting in an
incomplete or open shape. But it depends
what we are doing. All these shapes, all
these four shapes, previous shapes
were closed shapes. If I'll draw a line
and I'll try to put my last point
above the first point, a window pops up and asked me if I want to
weld the vertices. Let's create two examples. In the first example, I will weld the vertices, and then in the second
one I will not weld them. If I in, you can see we have a small distance between
our first and last point. Next I would like to show
the difference between welding and not
welding our vertices. I will apply to
both these shapes extrude and you can see for the first shape
that was welded, we have volume. We obtained volume. For the second shape, we obtained just the
walls of that shape. One more thing I'd like to
point out are the walls color? One wall is black and
the other have color. Shortly in Max, the
surfaces have two sides, they have no thickness. And the main idea is that
we have to turn or move the colored surfaces toward us on the surface
of our objects. Do remember the objects
in Prides Max are empty. They all consist of
surfaces that usually have the colored surface
turned toward us. I would like to show
how we can turn or move the colored
surface toward us. We will have to use level
three options for this. I know we are talking
about level two, but I'd like to
show you how we are doing this so you can
have a whole idea. I'll create a copy, a
simple copy of this shape. And we will have to turn this shape to a
level three object. We'll have to convert the
polygons to edutable poly. Next, you can see here flip. And by the way, you can
see that the polygons from one side is dark and from
the other it's light. We must have our
colored light surface always turned toward us. Let's get back a bit to our previous shapes.
Our pick a shape. The first shape, for example, I would like to show you how the open or closed shapes work. We said that extrude, it's like a layer that
we apply above our line. Until we merge the layers, we can always get
back to our line. We can modify, for example, the vertices and the shape. The whole shape will
change as well. Keep in mind we have to maintain the two deposition the planer
position for our points, meaning we have to
not move them up and down the second we have not
to intersect the lines. In some softwares, this type of objects
will not be created. Max will create the object no
matter if it got mistakes. If we aim to obtain
volume from a shape, we have to keep the shape closed and the lines
must not intersect. We call this closed shapes. Now let's talk
about open shapes. The second shape, if we want to change an open shape
to a closed shape, we have to get to
vertices first. Then we have to snap
those vertices. Remember, we still are
into D or planar mode. Activate the snap
with Vertx enabled. Now, these two
shapes look similar, still we have no volume. Now, the points, the two points
got the same coordinates, but they are not welded. We must choose them both. Attention, do not click. You'll choose just one point. In that way, we have to choose
them both and click weld. In this case, we
will obtain volume. In this way, we turn an open
shape to a close shape. By the way, we can
do the opposite. We can turn a close
shape to an open shape. For this, we will use break. We'll get soon to
practice, to homework, and all these instruments
will begin to make sense when we will use them
to create real objects.
12. 12 Render splines: Before we go further,
I would like to talk a bit about
rendering suppliants. No matter what tools we will
use to create suppliants. In the end, the final
result will count. Although this course is
not much about rendering, although we will have
homeworks with rendering, it is more about learning the tools of the spliants
and the principles, how we will use them
in our projects. First of all, we have to
understand that spliants are not renderable or
not visible in render. In order to make them visible, we will have to apply
different tools. Most of them will be modifiers
from the modifier list. But in this lesson, we will
talk about a panel that is used to make the
splants visible in render. I don't use this panel,
I'm using sweep. We will talk about
this instrument. This is a very powerful
and used instrument. And by the way, we
will need it in every interior project
that we will make. We will talk about it a
bit later, but for now, we will talk about
our first panel, although we are not
using it often, or we can say at all. In this course, we
decided to talk about all the instruments
from the plans. We will shortly talk about it. And one more thing
I would like to mention why we are not using it. Sweep a more advanced and
more used instrument. You'll see that when we
get to that instrument. Let's get back to
our previous file. We talked about interpolation. We talked about how we can input our splans
from the keyboard. Here we have rendering. First of all, let's
create a small render. I'll assign very material to
ever ray plane and I'll add a Sun so we can create a small scene and visualize what is going
on in our render. I'll start interactive
render so you can see better what is
going on in real time. While I'm drawing a line, you can see, as I said, that the line itself is
not visible in the render, will have to enable its
visibility in the panel, or by adding some modifiers. In this case. Let's
talk about the panel. I'll create a star, for example. We can create any shape. By the way, if I will check enabler and render, I'll begin to see my spline. In my render below, you can see a bunch of settings. These settings will
activate when we enable in Viewport or
in render our spliance. If you will take
it step by step, you can say that enable in render will render the
shape or this plan using the radial or
rectangular parameters that are set below
in this panel. The second instrument enable
in viewport, when checked, will display in viewport
this plan using the radial or
rectangular parameters that are set below
in this panel. You can see here return
radial and rectangular. Usually, these are the most two common sections used
for this plans. Let's begin with the
first one with radial. Before we will
apply the settings, first we must check
our unit set up. In this case, we are
working in millimeters. For interior design, you will
be working in millimeters. Usually you can
choose by the way, other settings, but we
will stick to millimeters. Let's try to change, for
example, the thickness. If I will input a higher number, you can see that the
star is getting thicker. This change apply
also in our render. Next we got sites. These are the number of
sides that we will use for the section to create the
roundness of this star. If you remember, when we
talked about interpolation, we said that we have
no round objects and max bedding sides. We can say that we are giving
roundness to this object. We can say to the section
that creates this object. We will talk further
about path and section, in this case the path and
the circle or radio section. It's the section itself. I'll create a copy. This star, I would like to show how we can modify details. If you remember when
we talked about non parametric and
parametric objects. In this case this plane, it's a parametric object. If we want to
access the details, we will have to convert
it to an editable spline. Now when I have access
to the vertex level, I can move the points
or the vertices, and in this way we can change
the shape of our star. Next, it's the angle we
can rotate our section. I will reset it back to zero. Let's get to the next section
to rectangular section. In this case, we've got
the length and the width. We've got two parameters. If I'll start my render, you can see that the
shape has changed. We can adjust visually or
manually our length and width. We also have angle like
in the previous section. The last one we got aspect, we got the ratio between
length and width. The lock check box
lets you lock. The aspect ratio when
locked is turned on, width is locked to length and results in a constant ratio
of the width to length. Next, auto smooth.
When turned on, this spline is auto smooth using the threshhold specified by the threshold settings below it. The auto smooth
sets the smoothing based the angle between
this plan segments. Any two closed segments are put in the same smoothing group if the angle between them is less than the
threshhold angle. I don't want to get
to deep into this. Now, this is a quite big topic
and it implies level four. For now, we can say
that we can obtain the roundness or so
called roundness max. We have no round objects, we will not see the
transition between surfaces. It's actually an
interpolation process that we talked about in
the previous lessons. Next we have generate
mapping coordinates. By default it's off when on. This applies the mapping
coordinates to ours. Plan DS max generates the mapping coordinates
in the U and V dimension, so we can say x and y. The U coordinates, x
coordinates reps around this plan and the coordinates is mapped once along in its length. Tilings achieved using
tiling parameters in the applied material. Once again, this is not
so important for now, we will do this using
other instruments. For now, we are
technically just passing the instruments that
we have in this panel. By the way, if you will take
a look at our general plan, you can see that the materials are lower than our
modeling process. That's why when we
try to understand the UVW mapping or
texturing our objects, we have to start
from the basics. We will skip that for now. Let's get further. Next we
have use Viewport Settings. This allows us to set different rendering
parameters and display the mesh or the volume generated by the
Viewport settings. This option is available only
when enabled in Viewport. It's on next. The real well map size controls the scaling
method used for texture mapped
materials that are applied to the object shortly. Let's say that you always
not use this option. If we talk about
interior design, you will always adjust the
textures before you render. Next, we've got a
few more options, I'll skip them for now. I don't want to
get too technical in this direction
and taking into account the fact
that we will use not this instrument but we
will use mainly sweep. I'll create a copy of this star. We talked about the
fact that star, it's the path and the
section that we are using. In this case, we
use for this panel. Circular and
rectangular sections are the two elements that we need to form the volume that we need to
obtain from a spline. Yes, the final result that
we see is the volume. But we can always change
the path or the section. Now, final volume
will change as well. We can push it even
a bit further. We can go to level
three or polygon level. We can change, for
example, the vertices. In this way we will change
the whole volume as well, but we will lose the connection with the spline and
section elements. Spline usually is
called path in Max. In conclusion, we can say that you are free to use this panel, but we will use, as I
said, sweep, sweep. It's a more advanced
and complex instrument. The idea is that it contains the previous sections and it got a bunch of other
sections as well. We will use this instrument a lot in our interior projects. For now, I would like to show how we can apply
the same settings that we use for our star using
this new sweep instrument. We will talk about
sweep instrument and parameters further. For now, we can say
that the result that we obtained looks identical
to the previous one. In the next lessons,
we will talk about line dimensions and how we
applied these in our projects. But we will get back to sweep soon as we will use
it for our homework.
13. 13 Getting ready for practice: Step by step, we are getting closer to our first practice. Our previous lesson got a lot
of technical information. To be honest, I don't really
like the help type method. This is the first button, it does this, this is the
second one, and so on. We said that in this course, we will pass all the instruments that we will use for the plans. Well, in fact, not
all instruments. The start, we'll have
actually to pass all the instruments so we
can understand what they do. And then after we form an overall idea and understand what they
are actually doing, we will get to the next
stage of the second step, when we will form a personal
palette of instruments. We will use this palette
for our interior tasks. Although this course
is not only for interior designers,
but in the process, you'll see that when
we are trying to start and finish a
real interior project, we actually don't need all the instruments that we will learn here in this course. I'm an interior
designer trying to present Preds Max as
an interior designer. This does not mean
that people that go in the similar but different directions got the wrong course. Plants perform in the same way no matter what
direction you choose. Long ago when I was learning
Preds Max and I was learning how to apply for
my interior projects, I had to pass or should I say, I had to choose a lot of technical information
until I got the essence, the core of what I was learning. On one hand, it got
me prepared for all the situations that
I was encountering. On the other hand, it got me too much time to learn
all these instruments. When I worked as a teacher, I've observed that
people do have a limited battery of
interest in this case for Prides Max and if you don't
deliver in the fastest way possible the
necessary information for him to create something, for example an object that
we will use in our practice, he loses interest and you cannot get him any more interested
in this process. Or at least it's a lot
harder to do this. The main idea is that
you show him an object, you show him three
or four instruments, how he can do that object
in Freds max or model it. His interest increased
only in that case when he himself
models the subject. I used to associate this with racing cars when they got
to their checkpoints. Every time a car
passes a checkpoint, the driver or the pilot understands that he's driving
in the right direction. He's doing the right thing. That every checkpoint is
like a pin for his actions. He's getting the
feeling where he stands in the overall process, how much he had passed and how much he has
to pass in front. The effort must be put onto paper or must be understandable. In this case, the effect of effort and result
begins to work. When we get to homework, the hard times begin
for most of us. But without homework, we are
not passing that checkpoint. So if you are not getting quickly the results
that you expect stick to homework or to practice as this is
just a matter of time. Don't give up on your homework. This is the most important
phase in your growth. We will start with
some simple exercises so you can get in rhythm. And also we will get to
some advanced tools, although it will
seem that we are skipping to some
advanced instruments. For example, we will create in the next lesson an
advanced photo studio. Our simple objects that we
will model in the process, beginning with simple objects, could look as close as possible to how they actually
look in reality. That's why we will
apply technically these instruments, the
advanced instruments, no matter if we
didn't pass them, we will use them
just to increase our photo realism in our images. You can look at them like
additional instruments that will help us to learn and apply in a more interesting way, the main subject of the
course, this plans. In the next lesson, we will
create our photo studio. It will be like our render room. One more thing, especially
for interior designers. By these sections, we have
to get closer to increasing the feeling that we are working in a real
interior project. Let's get to our photo studio, or our render room.
14. 14 Line dimension part 1: Next we said we have to talk
about our photo studio. But two lessons ago we said that we will talk
about line dimension. If we want to build or model
our first photo studio, we will have to use
first instruments. That's why we will combine
these two subjects. Yes, we can use, for example, simple boxes to build our
interior OL photo studio. But in this course, not only that we are talking about plans, we also talk about
the methods that interior designers use
to build their projects. That's why I'd like to stick to real interior dimensions
and proportions. Pick urandom interior plan. This was a project that I have accomplished five years ago. I think the idea is
that I would like to link our learning
process when we try to understand how clients
perform in Prides Max and at the same time showing how this applies to a real
example in this way. First, the information
would make more sense. Second, we will start to develop our interior designer skills. When I attended first
Preds max courses. This was a training
center where I had to prepare to be a teacher. The homework that was given to the students was quite random. It was taught by Prides, Max Users, or teachers. But they were not
interior designers. But most of the
students that came to those courses were linked or at least expected
to apply this in interior designer
or furniture. This is not the only
direction but this is one of the most used directions
in Prides, Max. So that's why when I
excluded random tasks and focused on interior design
tasks and furniture tasks, the courses became a lot more productive than they
were until then. That's why focusing
on real tasks, in this case we are close
to interior design, brings a lot faster the
results that students expect. Next, I would like to show how line performs in Prides Max. What is the logic
of line dimension? Although I will have
to use Autocad. This is a software that we
will not use in this course. As interior designers,
you'll have to use it. You will not be able to create a project without dimensions. The reason why I
included Autocad in this line dimension subject
we are talking about now, it's because I would like you
to see the whole picture. Although our homework will
divide into types, we will technical homework and we
will have artistic homework. The main idea is
that in the end, when you will learn all
the instruments and when you will start to create
real interior projects, these two types,
artistic and technical, will start to get closer one to another and will become
actually one piece. Okay, first let's understand
how line dimensions apply.
15. 15 Line dimension 2: First of all, let's
understand how line dimension
works in preds max. I'll create a simple scene, if you remember we talked about parametric and non
parametric objects. Let's take, for
example, rectangle. I'll make a rectangle
500 by 500 millimeters. I'll explain in a bit why
I didn't choose the line. First, we talked about the fact that
parametric objects got parameters and we can input our real dimensions
in these parameters. After that, we can convert
these to an editable spline. Now when we choose line, we can see that we have
no dimensions here. By the way, if you
want a straight line, you can hold shift. Now here's the big
issue that occurs. How we can draw lines
using specific dimensions. If we talk about
technical tasks, especially interior
design, we'll have to draw the lines using specific
and real dimensions. We said that in discourse, we are talking about Preds Max, but I'll get a bit to Cad. I'd like to show you the method, how we are drawing lines
using real dimensions. I'll pick line instrument. We can say that it is almost the same line
instrument from preds max. I'll draw a line that
has 500 Limeters. We will save this file
as autocad DVG file. Next we have two options. First, we can drag this
file into preds mags. For this, we are using
import function, but there is an
issue with the line. It does not match
our real dimension. Actually it does, but it is not in the scale that we are using. That's why we will use
the second method. We will go to import. We will choose this file, a window with a bunch
of options appear. We don't need all these options, we will need only
rescale. One more thing. We will have to switch to millimeters as we are
working in millimeters. When we press okay,
our line spline. It's imported from
Act to Fritas Max. And by the way, you can see that our line is an editable spline. Let's try to measure it. I'll use snap and you can see that it matches
perfectly our rectangle. Now if you have to draw
only a single line, you can do this using snap and using a Help object,
for example. It can be a rectangle, a box, whatever object that
has parameters, a max line does not have
parameters or dimensions. That's why we are using Autocad usually to
draw our lines, or usually our walls, if we are talking
about interior design. The two editable Sp
lines that you see are, by the way, identical. Let's get back to
Autocad and let's try to draw our rectangle
and see what happens. I would like to show
you how objects, multiple objects
perform when they are brought to
Phridiasmx from Autocad. Same process with the DVG file. I don't want to
get to technical, but if you remember in the
first part of our course, we talked about pivot
points shortly into this pivot point has to be determined every time
we pick an object. It's like a moving pivot point in this pivot point
remains where it is or keeps its
position until we change it of if we
need to change. Now when we bring our line and our rectangle to prides max, you can see that they act
like a single object. The pivot point is
outside the objects, it is actually between
them right in the middle. We must not forget that we are into the or in planar mode. In our cat, we got the
same weld function while we created our rectangle, we didn't weld the
segments between them. That's why I can see here
different colored dots. This actually tells us that
we have a lot of plants here. We can go to spline. And you can see when
we pick a plane, it looks like a segment. But this is a spline
because it's not welded to the other
segments nearby. And you can see when
we pick a plan, the pivot point of that
spline is highlighted. Although sees all these objects, all these plants like
a single object. When we will create
our interior walls, we will need all these plans
to be a single object. We must keep clean,
as clean as possible. Our plans, this plans
actually forms the plan. Of course, it's a lot
more simple to do this when our walls
are not changing, but usually our
walls will change. That's the main point
of an interior design. We must create layouts and
change the shape of the walls. At least those walls that we
can move and step by step, getting closer and closer to
a more comfortable layout. I'll show a small example. These things that we are talking about begin to make sense. We will talk about these
walls in the next lessons. Plus we will have to raise our photo studio that
we talked about. For now, I'd like to show
you how we link this into one process so we can understand the logic of the steps that we
are doing right now. Next I would like to show
attached detached instruments. We will use them to combine or break apart plans in Preds, Max, and the parts that we
are bringing from Autocad.
16. 16 Attach detach: Before we go further,
I would like to talk about attach and
detach instruments. You may say why we are skipping from one
instrument to another. First, we are talking
about line dimension. Next we said we have to
create our photo studio. We didn't finish those
tasks and now we are getting to attach
detach instruments. All these small subjects are puzzle pieces that form our main subject or
main working method. We have to break apart
our main subject so we can avoid the help
type learning method. Rather, I would like to show a working method from a
practical point of view. And actually it
doesn't matter if you are not in interior design. It's a lot easier to learn the instruments if
to a real example. Now shortly why we will need attach and detach in
our working method. Attach and detach refer to combining or separating objects. The process of modeling the
Fred Modeling in Prides Max, it's very alike like
drawing process. First you start with
the main shapes, then you start to refine them. In the end you get to details. Now when you are drawing, you're not drawing everything
using just one line. You actually draw a lot
of lines and step by step you combine them until they
merge into the whole drawing. Same thing in Preds max. First, we draw separate lines. Well, not always, but usually. Then we start to combine them. In a few lessons, we will
get to our homework. It will be a lot easier
to show that in examples. Now let's try to see first how attach and detach works
with simple lines. Once we will understand
the main keys or the main moments that this attach and detach
instrument use, we'll get back to
our walls and we will continue with
our main subject. We will finish our photo studio and we will get to
our first homework. Okay, let's get to Max. I'll build a line. By the way, you can see the pivot point. It's right in the center. And I'll draw a second line. Same thing, the pivot point. It's in the center. By the way. You can see, they got
different colors. This is line one,
this is line two. When I do select them both, the pivot point
moves to the center. And you can see here,
written two shapes. Now we go to attach, and you can see
the mouse changes. We've got a symbol of attach
and when I press attach, these two lines
become one object. You can even see here
written one object. Now I can change, for example, the vertices like
this is one object. Although these two lines seem like visually
they are separated. Max sees them as a single
shape or a single spline. They even got the same color. Now let's try to
do the opposite. Let's try to detach. Detach is the opposite
operation of attaching. It allows us to
separate parts of a single object into
multiple individual objects. We can go to
segments or splines. It depends what we
want to detach. We select the segment
or the spline. We can have multiple
splines inside one plane. By the way, you can see the
pivot point highlights. We the window pops up and asks us what will be the name of our future
detached spline. First of all, we
can see the color remained the main object to whom we had attached our
first line got priority. And Max, it's called
parent, child hierarchy. Our detached plant not
only borrowed the color, it also borrowed the
pivot point of the first or the parent object. If we need, we can
center back or reset our pivot point
for our detached spline. Now if these concepts are clear, let's get back to our exercise. Although we divided
it into a few parts, we will get step by
step to accomplish our big exercise or
raising our walls. We stopped here When we
brought our shapes from Cad, we said that the plants
from Act are not 100% ready to use in
Phidias Max as we want. Yes, we can prepare them in cat, but in practice it's
not that simple. Technically, we can do
that 100% accurately. But here interferes one
factor that we have to consider when we talk
about interior design, especially if we are
talking about walls. The surfaces or the walls
will suffer changes. Interior design process
is about changes, so it actually does not
matter the fact that you will do them perfectly
in Autocad of free Smx. They will look perfect only in the last stage when you
get to your plants. And at that time
your three D project will be accomplished. And that's why we
are not focusing at the starting stage to
get our supplants, in this case our walls to technically perfect
100% perfect stage. Still keep in mind we have to keep our plants as
clean as possible. When we create in our
exercises just a few lines, this thing seems
to be very easy. But when you get
to a real project and you have, for example, your fifth change,
and the client says, let's try to move this here. Then all these perfect process begin to take just
too much time. And also you'll
have to remember, clients don't like
to wait too much. Okay, back to our shapes. The last tips, I'll create a copy of this
line and this rectangle. Actually, I would like to show that the process
that we did with our first lines is
the same When we operate with lines that
we bring from Autocad. We can use detach if we want to separate our objects that
we brought from Autocad. But that's why I told
you a few moments ago about the real process
when we get to the walls, this perfect method
does not work when you get to real
interior projects. For now, it's
actually enough for us to understand how we
can do this technically. While we are in
these first stages, you can actually develop
this perfect method. So you can develop for yourself the skill of keeping
clean your plants. Next we will talk about how we raise our walls in Fridiasmx.
17. 17 Scale vs Proportion: Okay, let's get to our walls. And although there are persons that are not in interior design, I'd like to show this as
a technical exercise. We talked about the
fact that we will have technical and artistic
homework at some point. They will meet. This
will be when we will reach our final stages. Until then, we will
analyze pieces that actually form
this whole puzzle. In the first part of
this whole course, we are actually now
the second part, we talked about the basics
and we said if we want to obtain a one to one
object in freds max, a maximum simulation from reality in the Fred
Virtual Studio, we will actually
get to this point, and this is, by the way, the free D modeling process. When you need, for example, interior models that
copy the real shape, the real dimensions and the real textures
of a real object. And using all these
features to fit this model in your
interior project. This is actually what you
aim in interior design. You seek perfect proportion,
well, almost perfect. And you have to use
objects that maintain the real dimensions
so they could fit inside your room
or inside your walls. They also got a
proportion towards the walls and towards the interior that
you are developing. They seem to be picked right. The second stage is when the
client wants to buy them. This is actually the final
stage of the implementation of your work in pre DS Max
for an interior designer. This is actually why
we use pre DS Max. We use it to create a pre visualization of
our future projects. This is like a virtual
workshop where we play with proportion
until it gets right. Now on the first
part of this course, we said that we will use only proportion, or
mainly proportion. That's actually because we
divided these two factors, proportion and
scale, that actually bring an object to
one to one ratio. We call proportion
artistic approach, or artistic homeworks.
We set the scale. It's like a factor that brings this proportion to a
real one to one ratio, in a way, we can call
them technical homeworks. We said that in this
course we will have both technical and
artistic homeworks. I think it's very
clear that they are actually two
parts of a hole. And we actually
divided them only for simplicity in these
first learning stages. Well, we cannot
say that we model our walls using
artistic approach, Although we can get to the
point where we can change our walls if the proportion
seems out of balance. We can actually call this
an artistic approach, although we will have to
measure them in the end. This will be a
technical approach. In conclusion, we can say that these two factors are
linked to one to another. And the fact that we modeled, and we will model in this
course further as well, what we call to be
artistic homeworks was and is just a half of what we have to bring to the
final stage, one to one. In other words, we can say that we didn't finish our works. We can say that they wait for the technical factor for
the scale to interfere. So that they can be
brought to this one to one or their final
modeling stage. That's why in the second
part of the whole course, it's time to talk a bit deeper about our second
factor about scale. We could have actually
start with the scale, but here interferes a
small interest issue. When people start to
learn three S max. They are anxious and they can't wait to get to
colors and textures. That's why proportion
homeworks or artistic homeworks do usually a better job to
getting them involved. Technical part.
Usually being like the second step seems
to be a lot easier. Although technically
there is no difference. It's only about
motivation and interest. That's why I keep repeating, not quitting your homeworks. Okay, further I would like to show you the
technical factor. Using a real example, I've picked a random object
that I have accomplished. I actually picked the wall part. This is before and after. Wall part, even exterior walls
suffered a bit of changes. It was due to some
interior design moments. First, we developed
with the client the sketch and after measuring, which is the technical factor interfere the artistic part. This was a house and
construction and even if the client didn't like the fact that he'll have
to break the walls. Well, of course
not all the walls, the window part
and the door part. I don't have now
the initial sketch that was done by architect, they are usually focused
more on construction part. The idea is that when we step
by step develop the sketch, trying to apply in
this interior project, all the preferences
that client got. And by the way, this is due
to the artistic approach that you'll have to use in
your interior design sketch. You must not forget about the fact that an
interior designer, although counting
the technical part, it's actually trying to
create a pleasing proportion, which is an artistic approach. That's why your sketches must
use technical instruments, but they must reach that
artistic pleasing view. That's why we call
it interior design. If you are not
creating your plans, which are technical, your main focus must be
on artistic approach. It seems, in this case, that artistic part is more
important than technical. Yes, you are an artist, not quite a free artist, but still an artist. You have to bring in
front this artistic part. Although the technical
part is still present, it must act like
a hidden feature. It actually teaches
you how to move. But keep in mind
clients like colors. Okay, next I'll show the logic, how we raise our walls. In this case, we
will get closer to our technical part
using a real example. And finally, we will use these walls to create
our photo studio.
18. 18 Extrude and interior walls part 1: So let's talk about how
we raise our walls in Prides Max, especially
for beginners. This is a little bit
confusing why we are not doing this
in one software. In Prides Max only, let's say in a simple way
that every project starts with the plants and then
ends with the plants. Usually people and
clients that are not in interior design appreciate
the final image. But until we form that image, until we get to that image, we must pass actually a half of our work creating and
developing the sketch. Don't try to pass too early
to textures and colors. If we don't reach balance at our two D level or our
plan or sketch level, you'll have to do this when you raise your volume or your free D. That's why the most short way is to do this in two D. Yes. Sometimes we can have
some simple rooms and in that case it seems like we can use only Preds
max to do that. First of all, we have to keep
in mind that we will return to our plans when we
will finish our project. You can create a project if
you don't have any plans. This is one of the
biggest reasons why we start in Autocad. Yes, we can avoid Autocad for
the start of our project. Let's look at a real example. We can raise these walls
using only freds max tools. For example, this wall
got 3,200 millimeters. It's width, by the
way, it's 400. Now if we get to freds max, we can use the
rectangle tool to raise this wall rectangle in
preds max got dimensions. We will have to use extrude to assign the volume
to our rectangle. In this case we will use
the height of the ceiling. In this case we obtained
our first wall, then we will measure
our second wall and we will repeat
the same process. Technically you can
get to the same result in Phidias Max using
this technique, although it seems to
be a bit primitive and it actually is the
second main question. How do we arrange our
furniture of using real dimensions even when we finish all using
these techniques? How do we create our plans? Well, there is an instrument
called Section in Pride. In a simple way, we can
say that it captures the intersection of our
supplies or our lines. But this is not the method
to create our plans. Do remember that the
plants have to be clean. Although it seems like we can
cheat a bit and we can rush our work when you'll get from simple to at least
medium projects, all these cheat techniques will become more and more
less effective. That's why we will stick to the standard method
that is used by most of the interior designers starting our walls or our plans in. By the way, I will attach a
file so you can follow along. Although this course
is not about, we cannot miss this. And this will be a step
that you'll have to take, you'll have to learn if you intend to start to create
interior projects. For now, we will take the
DVG file that it is attached and we will do the same thing like we did in the
previous lessons. We will have to import the
file using the same steps. We have to use rescale and we'll also have
to set 2 millimeters. Next, we will use from
the modifier list. In this case, we had the
height of 2,800 millimeters. We can say that we
obtained our walls, but this is the rough stage. I'll have to explain a few moments before
we get to understand the whole process
until our walls will be ready to use
for the next stage. This lesson will be like the first part where
we raised our walls. In the next lesson, I'll have to explain
these moments that interfere when we start to
create our interior projects.
19. 19 Extrude and interior walls part 2: Finally, let's get to the walls. We said that we
have a few moments that we have to talk about. Shortly, I would like to
show all these moments. From the start, we will look at this real example so you can form an overall
picture for yourself, understand the core, and
understand why we are actually using all these
methods that I will show. Further, it's very easy
to show a perfect method. In this case, all these
things that we talked about, the walls would be
a lot shorter and the lesson would seem
to be also perfect. But the idea is when you'll
get to real projects, this will not work. Usually when people attend
interior design courses, they are taught to create with polyline Inautct the walls. Yes, this is the
perfect situation. When you have just to copy
one project and repeat it. You're not working
with the sketch, you are just drawing above it. This does not work
with real clients. With real clients, you'll have
to change, change, change. And the fastest
way is to do this at two D or this sketch level. This is getting very annoying
for a lot of designers, especially for those
who are at their start. I was among them too. Everyone tries to rush it to the lights, textures,
and colors. This stage seems
like the essence or the core of their
designer's activity. I do like this stage too, but at this stage, changes
should interfere at minimum. But for those who rush
it, they only begin. That's why be patient and
get used to the gray stage, the two D sketch stage. It is actually the fastest
way to cool design. Okay, let's get to our walls. In the previous lesson, we used extrude to raise our
walls and we stopped. We said that we'll have to
talk about a few moments now. I'll show these moments
on this real example. This will be the most clear way. Explain this and
show this visualm I attached a VG file with these walls so you
can follow along. Keep in mind why I am talking
so much about changes. It's because you'll have
to keep your plants clean. By clean, I mean no
overlapping lines. Visually, they seem
to be one line. But technically they
actually create problems when we will
have to raise our walls. Why I am talking about changes, it's because after changes, a lot of changes
you'll have a lot of overlapping
lines do consider. Even if you get to an almost
final version of your walls, some changes may occur. After you raise your volume
and install your furniture. Two D balance or proportion that we obtain
at the sketch level. It's very important, yes, it will keep mainly your entire project in a
balance or a visual proportion. A visual pleasant proportion. But when we raise our volume
and install our furniture, interferes the furred axis, the depth or the height axis, we cannot predict
all the changes that we will have in three D. That's why some
changes may occur. They will not be critical still. You'll have to do
this to increase your balance and get it
to your final stage. That's why I'll show you next the method that I'm
using for my projects. It's very alike like
polyline intact. The idea is that when we
will raise our walls, we will have to detach. Detach being actually
the instrument, we can say that we will have
to break apart the surfaces. Yes, some walls may have same
textures or same colors, but not the walls
will be the same. Let's take a look at our sketch. You can see here
we have columns. You can also see
them in our lines. Here we will have windows. We can create all
these using one line, but usually I break them apart, creating a few pieces. Next, let's create
this first piece. We will have to use line. This will be the same
like poly line in arcade. We'll have to enable snap
with vertex enabled. Now create this first
piece to our window. Don't forget to weld, so we can obtain a
closed contour later. In this case, we will
be able to extrude it. As you can see, we
omitted our columns. They are inside our walls
and we are not seeing them. Next, we apply extrude. The height as we said will remain the same for
all the pieces. For all our walls. This column part will exclude. They are important
but not for now. Next will be the piece
between our windows. Same thing, weld,
and then we apply extrude The next one. Of course, we are considering
columns in our plans. They are important
to know where we can break or we cannot
break the walls. In this case, we
are just omitting them as they are not
visible in our renders. We will have windows there. I will create only these part. Later I'll show you
how we connect them. We will have a big window there and will create
only this part. Yes, we will have doors there, but still we will create all
these walls so we can have an overall image of all our
walls or all our projects. Usually, I do stop at
windows or at at doors. As I said, we can create
all these from one piece, but it's a lot easier to do
this using different parts. Later I'll show you a bit
further how we connect them. Same thing is true, we leave the window. Next we have this
wall. And this part, and the last part weld and exude, we raised all our walls, and next we will have
to connect them. Let's create one more copy. In this case, I know we
talk about suppliants, but we will have to
get to editable polls. This is our third level and
we will have to use attach. By the way, attach is present for the suppliants
and for polygons to the same principle
that we used here. I will create two
lines I will attach. In this case, the pivot
point remains with the first object
but a two splits. In this case, we have
just two splines turn into one object. When I select one span, the pivot point moves where I'm selecting moves
with my selection now being at the spline level, I can detach the second spline. In the next lesson, we will
see how we can connect all these pieces to form
our interior walls.
20. 20 Connect volume: The final stage that
we have to pass, it's connecting our
walls into one piece. Although it implies level three instruments like polygons, we will have to pass
this stage so we can finish our walls and get
to our photo studio. Being at the third level. At the polygon level, we will have to attach
or connect our valon. We will use the same
old instruments, attach and detach to do this. Although I will repeat myself, I would like to make
clear one more time the principle of
attach and detach. Using this simple example
using these two simple lines, Max sees these two lines, or these two objects,
as separate objects. Every object got
its pivot point. When I use attach, we get into a so called parent
child hierarchy. It means that the second object
with its pivot point will be connected to the first object and will lose its pivot point. Actually, it will borrow the pivot point of
the first object. After we use attach, these two lines become
one single object. But if I enter the third level, the supplying level,
click on those lines. Every single line, in this
case we have just two lines, will have its own pivot point. This principle, it's very alike like we will deal
with our walls, you'll see that in a moment. After we will connect
all our walls, we'll have to detach the parts that will have
different textures. Should I say
different materials? We can use techniques to create more complicated
materials, but trust me, it's a lot easier to detach the parts of the walls and
manage them separately. That's why let's look
one more time how we use detach at
the spline level. It's the same thing,
like we would break apart our objects. The only difference that the pivot point of
the second object detached remained
with the first object where the pivot point of
the first object was. That's why when we will use
this technique for walls, when we will break
apart the surfaces, mainly we will break
apart the surfaces of the interior parts of our walls as they are
visible in our render. One more reason why we will
break apart our walls, it's the floor
generator that we will have to use on some
of those parts. For example, if we have to imitate a brick wall or
something like that. Now let's use the same
principle on our walls. As you can see, we
raised all our parts. All these parts stills plants, although they got
the extrude above it as attach at
the polygon level. And we will attach
all our walls. As you can see, the pivot point remains with the first part. Like the parent child
relation as be talked. Same instruments attach and
attach at the polygon level. Next, we will assign a V
material to our walls. Usually this is a gray material, you can use even
a white material. We will use line to create the floor and the ceiling
of our future interior. We will assign the same
ray material to the floor. Keep in mind our
floor can be divided. We are talking now only
about a simple floor. Let's copy the same floor and transform it
into our ceiling. Same thing for the ceiling. We can have more
complicated ceilings. This is just a very
simple ceiling so we can understand
the principle. Usually we lower our
ceiling and work inside our interior until
almost everything is ready. Now let's see how we can create our doors and our windows. As I said, although this is a function that belongs
to the third level. We'll have to do
this so we can reach our final stage where our
walls will be ready to use. For our photo studio. I'm using connect with two segments and we install usually the height of our lower part of our window
for the lower segments. And the height of our upper part of our window for
the upper segments. Then I choose the
polygons, we use bridge. I'll create just one window. Same principle will be used for all the windows
and all the doors. The only difference
that the doors will have just one segment. We will use further
this interior to build our photo studio. In the next lesson, we will continue with our photo studio.
21. 21 Photostudio : Let's talk about
our photo studio. First of all, why do we
need a photo studio? Of course, not everyone
will be in interior design, although it's a
very used direction and directions that
are very close to it, like furniture industry
or furniture production. Fred Modeling, we can add
here also advertising and different directions that are very close to
these branches. Anyway, no matter what
you are doing in FredSmx, you are trying to
simulate the reality. I'll treat the
subject from a point of view of an interior designer, although for close directions, as we said, the things
will be almost the same. The biggest problem
when beginners start interior design
is the fact that they lack the sense
of reality in pre D space or pre DS space. They understand how it
should look but still don't know how to do this in preds max to get
the same result. And it doesn't matter
actually what you are doing, furniture,
interior design, or advertising or whatever
your skill level, it's appreciated by the way, how it works look
compared to reality. That's why you
should not rush it. First of all, tests on small objects and
very simple scenes, you should increase
the feeling of interaction of the factors
that create the whole scene. The model, the lights, the cameras, the materials, and the render itself. I've seen a lot of students
that pass pre DS max courses, especially in interior design. And they were promised to
reach the pro level in pre DS or interior design
in one month or two months. They usually are taught
the steps of a designer, like a scheme, step by step, in other words, we can
say like a template. But the sad fact is when
they get to practice, all these things
are not working. It's very likely they
would have to climb stairs instead of
climb 12 stairs. They are trying to jump
ten stairs at once. Unfortunately, this
tempo does not work. The main problem is
that they don't want to lose time with simple exercises. They're trying to reach the
pro level from the first hit. But all those pro designers did that before they
got to their point. That's why we are
building a photo studio, starting with simple objects. We will increase step
by step until we start to get the feeling
how all these factors, light materials and others are interacting right in our scene
and they look realistic. In other words, we
can say that this is the beginning of
an interior design. Yes, we have only one object or a few objects in our scene. But these are the same
principles that we will apply in bigger
projects on more time. Don't try to rush
it, First of all, get used to the instruments and how they interact
between them. Let's get to Max and let's try
to model our photo studio. First of all, we
have the window. This corner will be the
place where we will render our objects
or our homework. As you can see, now it's dark. We have no lights in our scene. First of all, we have to
bring back our ceiling and we will use V
ray lights as we are using V ray for the
filing of an interior. We will have to
bring, as I said, back our ceiling so our light could bounce off the ceiling, walls, and our floor. We should consider
that the walls, the doors, windows are all done. Of course, we have big openings. In this case, the windows are not finished yet and there
will be a lot of light still. You'll understand
what you have to do in order to get the
feeling of an interior. Okay. I'll create a V, a simple V light. I'll create a teapot. This will be like a table
or a chair, for example. You can see by the proportion of the window, the
height of the window. First of all, we
have a lot of light. Let's enable not the render
but our interactive render. We can change and
see in real time. Our changes, the
intensity of our light. It's very high. First of all, we have to bring the
intensity a bit lower. We will have to install
a point of view, you can see outside. It's dark, we have no lights. At least our lights are. Not connected our
default lights. In order to install the view, we will need the Vira
camera for these exercises. I will not use a camera. You don't get too confused
how all these acts. We will use only simple views. Simple views, I mean
only the view that we are seeing from
our point of view. Actually, you should
use physical camera. You can see that the
V light that we use, it's very crude, very simple. Yes, we use light
in our interiors, but they are like
additional lights. If we want to get a realistic
overall ambient light, we will have to use HDRI. We should go to Beat Map. We should choose HDI map. You can find a lot of
HDRI maps on Internet. I'll attach, by
the way, this HDRI and it acts like an environment. You can control the
intensity here, but we should have more control. In a second, I will show how we can control all the settings. First of all, we
should have our sun. You can see here at the
sun in our windows. So we can have the
most powerful source, the light inside our interior. In that way, the
biggest amount of light will come through our window
and will fill the interior. One more thing we
have to do is to copy an instance of our HDRI
in the Material editor. In this way, we will have
access to the HDRI settings. You can see here spherical
and the rotation. Usually we use only
horizontal rotation. I'll try to rotate our map until the sun hits our window or
is seen through our window. Well, something like this. As you can see, it's very dark
inside our interior. Yes, we see our object,
but it's very dark. We should raise our intensity M. Well, we will have to
appreciate visually how much. For example, this is too
much, it's too wide. So we'll have to find a visual pleasant ratio of light coming
through our window. Our objects still look very crude as they don't
have any material supplied the light compared
to the first light. It's a lot better. But we will have to apply
some materials. Again, we will not
talk too much about materials and lights
in this course still. These are some elements that
we will use in our homework. I'll show a bit some moments
that we will have to use. I'll choose, for example,
reflective glossy material. Instantly you can
see the change. You can see how realistic
the teapot or our object, whatever object will be. Look, let's find some material
and for our floor shortly. We will not talk, as I said, about materials too
much in the course, but we have two
types of materials. They are actually one type, but I call them two types, the settings and
settings, textures. That's why the first
material was applied. And we have no other
settings to touch, but in this case our floor, we actually see the reflections, but it is not seen as it should. You can see here written
mapping coordinates. We talked a bit about
mapping coordinates. I don't get too deep into this, but still we have to adjust our objects and the textures that will be applied on them. I'll show an example so you can see how these coordinates work. I'll create a copy of the teapot and I will apply this same
material on this teapot. Our floor was made
using a line and it does not have the
coordinates applied. But the teapot, it's a preset, It does have this
coordinate applied. You can see the texture here. Now we need for our
floor, the same thing. You can see the
line that we use to create our floor and we don't have the
mapping coordinates. Now we have to go to
modifiers and find UVW map. In this case, you can see our texture appeared.
It's very big. But it did appear. We have to adjust it. Let's try to apply the same
modifier to our second part. You can see how it interacts. Usually we are using
planner or box. I'll switch to box, although it's not
correct mapping, you can see a yellow gizmo. If our gizmo, it's smaller, our texture also will
be small or very dense. If our gizmo will render
so we can see better, if our gizmo is bigger, our texture also gets bigger. Same principle will
apply for our floor. The texture is way too big. So let's scale a bit. We will use scale, maybe it's too small,
but something like that, you should appreciate
visualer the proportion. This is very important. If your objects or textures
will be out of proportion, this will be seen very
quickly in your enders. Now one more thing
I would like to do. I would like to apply
V ray materials to our walls and our ceiling. Let's apply white material. If you can see, it's
a lot brighter. Now the previous
material was gray. One more thing we
have to do is to install the size of
our future image. In this case, it will be a
lot better to use a square, one to one ratio. You can start by 1,000 by
1,000 pixels. It will be okay. We will zoom a bit closer. As you can see the light
that we have outside, it's almost enough to create
the realistic effect. Step by step, we will
bring our objects here and we will render them
in this atmosphere. In this light photo studio, we can obtain realistic
renders and realistic images. The same principles, as I said, will be used for our interior. First of all, we
have to start with simple exercises
and then we will get step by step to
understand the principles, how we use this in our
interior projects. Okay, save the photo studio. And we will continue after
we get to our homework.
22. 22 Loading reference image: Before we go further,
I would like to talk about how we will
load our images. They will be our reference
when we will start our free modeling For those who attended
the first course. We already done this still. I will show this one more time. As without this action, we will not be able to model our models precisely
before we begin. I would like to say some
things about one to one scale and proportion
when we start, as we call them,
artistic homeworks, although they are models
that are in proportion, waiting for their
scale to be applied. Here we have the dimensions
is attention in pixels, not the real dimensions. In other words, we
can say that we don't really know
the dimensions of an object when we
are just looking at it using the proportion,
it looks right. But when it comes to
dimensions, this object, compared to the objects
in space around him, must be brought using scale
to his original dimensions. Only then he'll look right in a composition or in an
interior design project. That's why we are using a
reference by loading the image, bringing our object or our
model to a proportion, and later to a
scale if we need to bring it to one to one ratio. Okay, let's get to max and see how we are loading our images. All these images will
be our homeworks. They are the first homeworks. The facts that we need, the ratio of an image so we
can load the image properly. First of all, we
will create a plane. I'll set the segments 1.1
so we don't get confused as well now about our
length and our width. When we talk about
length in real life, we say that this is the
biggest part of an object. In this case, this
will be our length. But in max length, it's always parallel to x. No matter if it's
bigger or smaller, the width, it's
always parallel to y. In this case, the biggest
part is our width. I know it's a bit confusing, but you'll get it in a minute. We have to create a
material and we will load our image on our plane. We will use a material and I'll drag image in
the diffused channel. Now we will have to
go to the properties of our image and
remember the dimensions. In this case the first, the bottom part, which we call
the x axis, be our width. The second here, we will enter the pixels at tension pixels,
not dimension units. We are using these
dimensions to get our image in proportions
so we don't get stretched. Usually when we are modeling models that are
standing, for example, chairs, tables, and so we will rotate
our image 90 degrees. By this, we will
bring our model into a more comfortable
modeling position. We will repeat all this
process many times when we will start our homework
in a few lessons. Now I would like to
explain the last part. We will always use
our zero level, I mean the height,
like our floor. The logic goes like
this. In a way, our model is the table. Or at least it
looks like a table. Our table stands. That's why we rotated the image so we can
put it on our floor, which is the zero level. Now you will ask, wait a minute, the table has an angle. Well, this is the next lesson. This is about the thing
called perspective. In the next lesson, we will
try to understand the basics, what means perspective and how
we use it in our drawings. Also, I'll try to show how
we will reset these angles. Without angles, we will
not be able to see our whole object or
our objects volume. For example, if we would look at this table only from
the front view, then we will not be
able to tell how this table looks
by using angles. We can appreciate the
whole volume of our table. And we can model it
using only one image. In the next lesson,
we will try to understand what is perspective and how to deal
with these angles in our modeling process.
23. 23 Perspective basics in 3dsmax or how to model 3b objects principles: What is perspective?
Why do we need it for our free modeling
perspective? It's a very big topic and I won't get too deep
into it still. We will need to
understand the basics. If you want to get to
free de modeling in free DS max in the
context of drawing art, we will get to free de
modeling as well soon. Perspective refers
to the techniques that we use to create the illusion of death and three dimensionality on a
two dimensional surface, such as a canvas or a piece
of paper, for example. Perspective, it's a fundamental
concept in visual art. It helps artists
represent objects. And seen realistically
in a most simple way, we can say that perspective. It's a technique that we use to represent volume when we try to draw it on a paper or on other
whatever to the surface. Of course, it's based on
some technical rules, but the main goal
is to represent how our human eye perceives
volume and depth. We must keep in mind
the different animals, depending on how their
eyes are constructed, perceive volume around
them different ways. There are several key aspects
of perspective in drawing. First of all, we begin by
the fact that the objects that are closer to us
seem for us bigger. If we will change
our point of view, the things will change as well. All our, all our future works
will have points of view, no matter if they are
interiors objects or whatever. When we establish
a point of view, we try to highlight
a specific area. For example, if we
create interiors, we usually highlight
the sofa area as this is the center
of our composition, usually in a living room. We also usually choose the best point of view as
it determines how good our idea was revealed
and also impacts how our final render or our
final work looks in general, even if we may or
may not understand that we are using perspective
when we are doing this. First of all, our work, our render or our interior, is projected on a D surface. Preds max automatically
uses techniques and rules of perspective to represent our fred interior
or fred object. Whatever these rules are
built in in preds max. When we are doing
this on a paper, we will have to use the rules of perspective to
draw this, right. Usually we use two primary types of the neural perspective, one point perspective and
two point perspective. First of all, we have to mention that we have the horizon line. No matter what type of
perspective we are using, we can say that this is
like the zero level. Imagine that you are standing straight and you look forward. Straightforward. If there
are no objects in front of you that block your
vision to see the horizon, then we can consider
that this will be the space that your eyes
are capable to see. The objects in front
of you seem bigger. But by every step that we increase the distance
between our eyes and the object until we reach the horizon space
where our vision ends. The objects appear
much smaller and smaller until we reach a
point where they vanish. We call this the vanishing 0.1 or two vanishing points,
we will talk about this. In other words, they
get smaller and smaller until they
turn into a point, and our eyes are not capable to identify their
shapes anymore. This one vanishing point, if we talk about one
point perspective or two vanishing points, if we talk about two
point perspective, are placed on the horizon line. In one point perspective, all lines and
objects converge to a single point on the
one vanishing point. This technique is often
used for the drawings, where the viewer is looking directly at one side of
an object or a scene. Two point perspective. It's used when the
viewer is looking at an object or a
scene from an angle. In this technique,
lines converge to two different vanishing
points on the horizon, thus reading the
illusion of depth. We also have three
point perspective. It is used when an
object or a scene is viewed from a
high or low angle. In addition to two vanishing
points on the horizon, there is a third vanishing point above or below the horizon line. We will not get too
deep into this. As I said, perspective
it's a very big topic. We will use only the
first two types. They are enough for our Fred
Modeling in free S Max. Understanding and
effectively applying perspective in
drawing is essential for artists who want to create realistic and visually
engaging artwork. It allows to accurately depict
the spatial relationships between objects and
create the sense of depth and dimension
on a flat surface. Artists often study and practice various
perspective techniques to enhance their drawing
skills and convey depth and realism
in their artwork. Now we will get to
our second question. Why do we need perspective
for our Fred modeling? First of all, the question, why do we need it if it's
already built in in preds max? If we create objects
from scratch, from zero, then we will not need it, at least preds max
will apply it for us. Let's try to analyze this
question using a real example. In this case, it
will be more clear. As I said, this course is not only for interior designers. But I find interior design
being my main activity, being the easiest and the most practical way
to explain theory. As only in practice things
become truly understandable. Let's say for example, we have to model a specific interior. Some of the three
D models we will download and use directly
from the library. But usually clients got their own specific
additional preferences. We will not be able to find every single object
in three D library. That's why clicking and dragging
ready free D models from the three D library will not be enough to complete
your interior tasks. It's like a beginner
level in interior design. You must have the
skill to model. If we would break the
interior apart like a puzzle, you must be able to
recreate and weld all those pieces again
into one big piece. That's why when I
hear from beginners, how should I start
learning pre DS max? Well, you have to start by
modeling simple things. In the first part of
this whole course when we talked about
standard primitives. The second part,
it's about splians. We try to model the most
simple pieces of furniture. In the second part, using
splians and new instruments, we will try to move one
step forward and get from level one to level
two type objects. But before we begin
our modeling, I would like to show
an exercise we will try to apply in practice,
the perspective basics. I'll try to show
the principles of how we can get deeper
into Fred modeling. We must understand
the principles, how we start and manage the Fred modeling and how
we increase this skill. After that, we will start
from simple objects and we will raise the complexity
of our models. Of course, we are talking about level two objects,
but before that, now let's get to Max and
let's try to understand the main principle that lies behind all the free modeling. I'll try to explain this
example using a cube, 1,000 by 1,000.1 thousand. If we want to begin our three
D modeling in three DS max, we must understand
the principles of how we are creating
our three D models. I'll have explain the
perspective basics, we must understand
these principles and what is perspective
distortion? In that way, we will
be very close to 100% When we will try to
recreate our fred models, we usually will have no plans. So keep in mind we
will have to use only our eyes to
seek our proportion, if you remember our
one to one image. I'll get back to it a bit. When we will model in preds using only images from Internet, we will have to use
only the proportion, as there will be no dimensions. And we call this
artistic approach, but we must remember, we have the second part, the technical part, or what
we call the scale part. If we want to get the object to be one to one, as we call it, one to one, after we will
create our proportion, we will have to apply the scale. That's why. Now let's talk
a bit about proportion. How we get our proportion
using only images. I don't want to get too
deep into perspective. This is a quite big topic still. I'll have to show you
the main principles. In that way, you will understand
exactly what to do when you have to recreate an
object using only an image. First of all, I created
a cube for simplicity. It was, as I said, 1,000 by 1,000.1 thousand
and I created a camera. Mentioned that different
animals, as I said, look different at the objects, At least they see the
objects different. We are interested how our human eye perceives
the volume around us. Perspective gives us the
understanding how we can recreate the volume using
specific free D techniques. In perspective, we always have the person who is watching. That's why I created
first the camera. It's like our eyes and depending from what angle we look
at the object first, I created the camera
in front of the cube. We perceive this volume
in different ways. If I look at the cube
from the front side, I will not be able to
tell about its volume as I will not see its
left and right parts. That's why when we try
to appreciate an object, we move a bit from an angle so we can see the front
and the side parts. In that way, we will see all our images from Internet
that we will have tomorrow. I mean the models
from the images, they are usually
shown from one angle, so we can appreciate only from one image how this object looks. But the main moment that interferes here is the
perspective distortion. The edges or the parts of
the objects that are closer to us seem for us bigger
and step by step as we Increasing the distance between our eyes and the edges,
They seem smaller. Now if all the models from the images that we
will have to model, we'll have this
perspective distortion. We must understand
the principles of what techniques
we have to use to get rid of this
distortion and bring our objects to be one to one. That's why in this exercise, in this first part
of this exercise, we will divide it
into three parts. I'll try to bring a rectangle into perspective and vice versa, so you can understand what
is vanishing point first. Next, what is the measurement
or the zero line? We will get to it in a second. How objects converge into
vanishing point or points, depending what
perspective we are using, how we are using horizon, how we create a
perspective distortion, and how we recreated. And finally, in the last part, the third part of this exercise. At the end of this video, I'll try to show
the practical part, how we will use all this
information to recreate the objects that we will
need to model from images. On my time from the start, I've created an object, this will be any object
that we will have to model. Next, I've created a camera. This will be our eyes or the person that it
is watching, or us. After that, we
created the rise and line and we draw from
our eyes to lines. This will be our field of view. In other words, we can say
that this is the way how our eyes are looking at the
world or at the objects. After that, we
created a segment. It can be any standing
object, for example. It can be even a person. Now said that our eyes
perceive the object smaller. When we increase the distance between our eyes and the
object or the person, whatever, that's where the perspective
distortion interferes. And we connected the object or the segment with the
vanishing point. As we said, point where our eyes are
not capable to see anymore. It turns all into a point
below this segment, we draw a line, horizontal line. This will be our tape
or our measurement. This is also like a
border in the first part. In the upper part, we got our free D, our perspective including the distortion in the down part, the part below this zero line. By the way, two reasons why
we are using this zero line. First, the objects that we
will see will be on the floor. This will be like the
zero floor level. The second reason
or the second part, is that the part
below this zero line down the zero line will
be the part where we will project our objects so we
can get the distance from the distortion in a
proportion one to one in the right proportion. I know it may sound a bit
confusing. Be patient. We will get to the practical
part and you'll soon get it. These are the perspective rules. If on my segment, being in a free D space, it's applied the
perspective distortion. For me to reconstruct
it correctly, I'll have to bring it to a correct proportion or correct dimension
using some techniques. This segment, it's actually
the edge of any object you will see on an image
with a free D model. Next, I'll have to
simulate a compass. And we said that the space below the zero line or this
measurement line, it's the projection
or two D space. But my segments
in three D space. To get rid of that
perspective distortion from three D space,
I'll have to bring it from three D to two D. That's why we will
use the compass and we will get the zero point
of the point that connects the three
D and two D spaces. And I'll rotate it until
we get it to our horizon. There we will get another
second vanishing point. Same thing I'll have to do
with the segment itself. I'll have to rotate
its front edge. Well, in this case
it's only a segment. And its front edge,
it's the same edge that lies on the zero
line that connects the three D and two D space. In this case, we can say
that we are bringing its height on the projection
or the two space. And doing that we
are getting rid of the distort, the
perspective distortion. We are getting the right
dimension of this segment. After that, we can measure it. If you remember,
our zero line was the measurement tool
or our measure line. But you can say, wait a minute, what this measure is linked to? Well, this measure
is only linked to the first part of our one
to one to the proportion. And you will be right second. We need a scale so we can get
our measure to a standard. What we did here was only the first part,
the proportion part. Yes, we got rid of the
perspective distortion and we brought our segment to be
in the real dimension. It's real dimension in the
scale of this drawing. But in this case, we draw
just a random segment. That's why when you use three D models that we
will have on our images, they will be only in proportion. You will not know only by image. It's real dimension. We will need the plans of that object so we
can see the scale, the real scale or the real
dimensions of that object. Only then you'll be able
to link the proportion and scale together to bring
the object to be one to one. Okay, let's push it further. Very simple with the segment, but while we draw a
second vanishing point, let's say for example
we have a rectangle, All our objects
will have volume. We will not have only segments, all the edges of a
rectangle are equal. If we have to place our rectangle in a
perspective distortion, we say we create and
recreate distortion, then we will use this
vanishing point, this second vanishing point, to intersect the lower part of our rectangle that
it is on the floor. Well, it is in
perspective distortion, but we say that this
is the floor with the converging line and the part of the real
dimension of this segment, the first segment
that we turned. In this case, we will obtain the point of intersection
between two lines. The converging line that
goes into vanishing point. And the line that connects on the zero line or
our measure line, the real dimension segment. That's why we are connecting
exactly here in this point, as this is the real
dimension of this segment. In other words, we can say that we take the real dimension of this segment and we put
it into perspective. Distortion, Objects in
distortion appear a bit smaller, that's why we are using
the real distance. It will show the point at the intersection,
the exact point. How to draw correctly this rectangle if we
would like to turn it into perspective into D. Of course it's very easy
to draw a rectangle. Yes, freds, max is doing the perspective things for us and we are not
thinking about this. Yes, I know you may ask why
we are learning all this. Well, when we'll have to
get to Fred modeling, you'll have to recreate this
perspective from images. I could have show all
this in a few seconds. Just saying that we will have to turn the edge that
goes into perspective, avoiding the vanishing
point stuff and all that. We will have just
to turn the edge to zero line to this
measure line thing. You'll have to keep in mind, you'll have to add a
bit to this segment. Somewhere around 10% 20% So you can avoid the
perspective distortion. That's it, yes, we will be doing this in the future when
we will start modeling. We will not reconstruct all these finishing
points for every model, but you must actually know the core of what you are doing. Try to go with a
professional approach if you intend to increase
the skills in Fred, what about the level three
and level four objects? Okay, let's get to the second
part of this exercise. We will try to add
volume to our object. In this case, this will be any three D model
that we our image. We will try to create a cube. 1,000 by 1,000.1
thousand as we said. We will use a cube for simplicity
as its edges are equal. And we will try to push further our perspective basics, our
perspective techniques. We will try to
create and recreate the perspective distortion using a fixed image and
a fixed distance. The distance of our cube 1,000 When we will get
to our Fredy models, all these principles
will be applied, Although a lot of
times we will not know the real distance
of our objects. In this case, as I said, for simplicity, we use the
cube with a fixed distance. The edges of the cube are equal. The second part of
this whole exercise, we will try actually to push the first perspective basics that we learn from
the first part. And we will try to bring
them to another level. So if we will try
to look quickly at all the parts of this
exercise in the first part, as we said, we look
at the principle, the basics of our perspective, but we used only one
segment and rectangle, so we can understand the
principles in a more simple way. In the second part, we will try to push it, as
I said further. We will try to get to a cube, and we will get volume. And we will apply
the same principles, only the task will
be a bit harder. And by a bit harder, I mean that the principles
remain the same. Only the things that
we will create, the cube, is adding volume. And by this, we're adding to
these principles so we can understand how we can deal
with the volume objects, not only segments
and rectangles. And the second part that
we are doing right now, it's like a transition from the first part with
the principles to the third part which
actually represents the Fred models that we will
use from our free D images. That's why I divided
this exercise into three parts so you can understand the
principles step by step. After we will finish the second part that we
are doing right now, we will pass to the third part where we will understand
the principles, how we can recreate the
objects from the images. Getting back to our second part, what we are doing right now, we are creating a cube, 1,000 by 1,000.1
thousand as I said. So we can have a fixed distance. And I would like to show how
we can create and recreate, as I said, the
perspective distortion using fixed distance. So we can see what is
the real deviation of our distances or our
dimensions of our cube. And once you will see
these principles one time, you will understand
this from now on. We can say that in this cube that we are creating right now, we can include any object. This could be, for example, a piece of wood or
a piece of stone. And we will create like a
sculpture from this cube. That's why you'll have to see all the objects that you are
creating, like this cube. The principles, I mean, as you can see now we are creating the render of our cube. We are doing this to create the perspective distortion
that we will have on our images when we will try to model the fred models
from that images. Next we will save this image
and we will try to load this image on a plane like we
did in the previous lesson. After that, we will
bring this image that loading close to our cube so we can understand the
whole principle. What is to bring an
object to be one to one? I'll get back a bit. As I said to this image, one to one, First we
got the proportion. The proportion. It's what
we are doing right now. We are loading our
image that we created. That's why we
created this image. This image actually
represents a half of what we need to bring an
object to be one to one. This image actually represents any image that we will have to model in a more simple way. Of course, keep in mind
almost any image that we will use will have
two vanishing points, two point perspective. That's why the principles, we will create our
objects from images, or should I say recreate, use the principles of the
two point perspective with two vanishing points. We will input our
pixels that will be out proportion from our
one to one first part. The objects we can
say from our images that we will have to model
will be only at this stage. They will be only at
the half of the stage. In this case, we will
add the second part. We will add the scale, which we will not
have for most of the objects that we will
have to model in our future. Now one more time,
I'll have to get back to our loading
image process. We have to understand that
the length and width and max are not the same things
that we have in reality. In real life, we are
actually calling the length the most long
part of any object. In max, it's not like so max, the length is
always parallel to x no matter if it's
bigger or smaller. And the width, it's
always parallel to Y. This is the system
how Prides Max works. But when we get to
image dimensions, no matter if there
are in pixels, we actually need
the proportions. The scale will be
applied a bit later. The first dimension
in pixels for an image is the first
part, the lower part. And it actually doesn't
matter as well if the image is bigger or
smaller at this lower part. But in max, this is actually
the width, not the length. This is parallel to x, not to x. That's why we are
inverting these numbers. And we input the length
where the width is, the width where the length is. Sometimes the image might
be too out of scale. Keep in mind we are using a cube that has that
dimensions 1,000 and these pixels are
very close to this 1,000 That's why the image
and the cube seem very close. I mean, the edges of the image. One more very important
thing to keep in mind. The image wasn't pixels, but we inputed millimeters. That's where the
proportion interferes. We need only the
proportion of the image. We actually don't know
exactly the dimensions of this cube on this image. Yes, we will use the
scale to bring it to be very close to one to one. But for now, until
we apply the scale, we will need only the
proportion. That's why saw the dimensions and pixels. But we inputed millimeters here, interferes the fact that
it's called a standard, in this case,
millimeters inches, our standards, if we use
our perspective techniques, we can find out the
real dimensions using a specific scale. But the scale can
be a random scale. That's why our zero line, our measure line, it's
like the measure two. When we draw a
model from scratch, we are using from the
start of millimeter, the inches when we have
only images from Internet. We don't know the
scale actually. That's why first we will
bring it to proportion. I mean, our model that we
will model from image. Then if we want to
apply it in a project, we will have to use a reference after we finish to
load our image. In this case, we have the
reference ready, the cube. We will bring this
image close to our cube so we can recreate this
perspective distortion. If you remember, we said that the standing objects
like chairs, tables, and so on will
be modeled in the front. You can model them in any
projection of course. But it's more comfortable
and logical to model them in the front as we will look at them from
the front side. That's why we are using
now front projection. Next, we load our
image in proportion. Yes, it looks right, but we don't know
its dimensions. For that, we will have
to use a scale so we can bring this image that we
have to a real dimension. First of all, I will cut
the cube from our planes. It's a lot easier to manage the image and the cube itself. We can use different
instruments for this, but usually we use
slice plane or connect. I know we didn't pass
the polygons yet. Still we will have to do this. This is not quite a
part of our course, it's a lot easier to do this. We can operate with our
image in a more simple way. Let's bring our
cube from the image to be one to one
with our first cube, with our reference,
our proportion. It's ready, and now we
have to get to our scale. Now we'll have to get back to our first principles that we used in the first part
of this exercise. The first part of the edge, the first edge that we
are using from the cube, the closest to us
edge will be on the zero line or the
measure tool line. Same principles that we use
for rectangle in the segment. I know that we are adding volume and we will add another
vanishing point as well. Actually, I turned the cube in the same position that we had our rectangle in the first part. In that way, the visual
reference will be a lot easier. I'll have to use
the projections. We will have, as I
said, to use the front. In the front, it will be a lot more comfortable to do this as this object is standing. That's why when we will try to draw our zero measure line, we will have to draw
this above so we can see the cube and the
image at the same time. I'll move the
objects a bit back. Now, a few more words
about our zero line. Why we are using the
zero from height, from z axis, height
as the zero line. It's a lot easier. The objects that we will have will
stand on the floor. You'll always have to
come from the zero lines. Instead of drawing
another zero line, you can use the zero line that
is created by Max itself. We are doing two things
at the same time. That's why we always
install the objects on the zero line with the first
edge that is closer to us. This edge is like actually in proportion like the first part. We are not knowing for the imaging for this
edge, the real distance. We will have to install a
measurement line so we can calculate the proportion and
then bring it to a standard. When we are using
millimeters inches to build it from the scratch, we are already using
this standard. That's why in this case, as I have my cube, 1,000 millimeters, it's like building the
object from the scratch. I already have the
standard installed. My reference must be brought
in scale with this standard. But when you use the
free models from images, you will not know the standards. You'll have to leave
only in proportion to your objects until
you've got a reference. For example, your chair
after modeling can be three times bigger or
smaller than a real chair. That's why you'll have to
use the reference standards. You can bring your
proportion to a scale, real scale, that you'll
use in your project. That is what we are
actually doing right now. We are bringing our
image to be in a scale, or in the right proportion, with our main reference, which is 1,000 millimeters. Now, when the proportion
and the scale are installed and our objects
seem to be one to one, we will have to recreate the perspective distortion
using a technique. A perspective technique,
we will actually use the same principle that we
use for the first exercise. We will have to recreate the real distance
of this object. First of all, we have
to take the reference, the 1,000 millimeters that
we have from the first cube, from the reference cube. And using this fixed distance, we will recreate it from
the perspective distortion. But before that, we
will have to install all our things that we did in the first part of this exercise. We have to recreate the perspective construction,
the vanishing points, the horizon line, the zero line, and everything we had
in the first part. Based on this construction, our eyes perceive this cube. So if we intend to recreate the perspective
distortion which we created when we turned our
cube into perspective, we will have to apply
fixed perspective rules. As I said, of
course, we will not do this for every single object. It will take a lot more time to model the objects
in this way. Still, one time we will have to create this so
you can understand, as I said, the core of what
you are actually doing. Not only repeating
some exercise, when we continue, the
edges of our cube lines converge into
a vanishing point. We will actually use
almost all the time, the two point perspective. We will have two
vanishing points and they will show us where
is the horizon line, the line where our
field of view ends. These converging lines that
go into vanishing points. The horizon line and our
eyes are always linked. We could have used, for example, another angle for this cube. In this case, these lines, these converging lines
into vanishing points, they will turn as well. The only thing that
does not turn, it's our measure tool. Now if we want to
recreate our cube, we'll actually use
the same principles that we use to
recreate a rectangle. We will continue the
converging lines of our cube so we can find out
our first vanishing point. And then we will do
the same to find out the second vanishing point
from the right part. One more question
that can appear, why we are using our front edge, the closer to us
edge as a reference. You can see that I'm
using the first point, the zero point that lies on the zero line,
the measure line. And the second point is
the end of this segment. We assume that this is the
real length of an object in the scale that
we are drawing. In this case, yes, we
know the distance, but if we don't
know the distance, we will draw anything
you see in a scale that later might be brought to
the scale that we need. Yes, we are using the term, the real distance of an object. The real distance,
depending on the scale, the scale that we are drawing right now, we know the distance. It's 1,000 millimeters. And once we are
using a standard, the millimeters, inches, we consider this segment then
to be brought to a standard. The inches,
millimeters, whatever. The fact is that the drawing, the vanishing points that
we are creating right now. By the rule of perspective
and our viewer's eye. And also the fact that we
are interested in that all the lines that form this construction
are drawn right. And the model that
will result from this lines will be
created correctly. By the way you saw that I've
attached these two lines and then I used an instrument
called Trim Max. We got instruments that work in pair like trim and
extent that you saw, usually these instruments
do separate things. Separate opposite
things. For example, trim was used to cut the segment we are
passing to our homeworks. That's why I would like to show all these instruments how
they work in practice. Next, we are getting
to our horizon line. Our vanishing points will
stop on the horizon line. Everything repeats like in the previous exercise,
every single principle. Soon, as I said, we will get to our practice, to our homework. So we will do all these. The only difference
will be that we will do all these quickly
using only our eyes. We will not construct
all these lines. This will be done
only once to show the principles of the
perspective that we will use. Next, we will get to our
second vanishing point. By the way, you must keep in
mind that the drawings that we will draw on paper
using paper and pencils, applying all these
perspective stuff, we'll obey somehow a
perfect angle of view. Keep in mind that
Max is switching before all three types
of perspectives. Usually we use 2.3
point perspective. Well, two point
is the most used. One pre S max system is
changing that automatically. You can see this even on this image that you
are looking right now. The segment, the main
segment, the front segment. It's not quite straight. In a perspective drawing, it should be straight. That's why I'm saying that in a classic perspective
view drawing, usually all the objects
are drawn right and they kind of
perfectly obey the rules. We cannot say that
this object is not obeying the rules
of perspective. Still, we have some
small deviations and we will have to avoid these deviations also on the images that we will
use for our models. The rules in general lines will work with
every single image. But keep in mind, you'll have to avoid using your
eyes and intuition, all these small divations
that actually will appear on every single image when someone
is creating a Fred model. Any Fred model, by the way, you will also do
this in the future. First of all, when we will
pass to our homeworks, people search the best point
of view for their objects. And while Max is changing all these angles that creates
the perspective distortion, we as creators, recreators
of the free model are usually focused
on the best point of view to present our
future Fred model. Yes, we are gating on a
free D simulating space, but all our objects, all our free D objects
will be presented on a two D surface. Next, we will have to work
with our angle of use so we can recreate this
object or this segment. That's why we are using one of the converging lines that goes
into the vanishing point. The segment of the part
of the object that we are trying to recreate is linked
to this angle of use. So we will use the same angle or the same line that
created this angle. We will move our pel point so
we can rotate and imitate, as I said, a compass. We are applying the same
distance that we have from our object until our horizon where our field of view ends. When we rotate, we find the
second vanishing point of this object of the segment that we are trying to recreate. Next, we will repeat the same process for
the segment itself. The segment as we said, it was like a reference. In this case, we
know the distance. The distance is
1,000 millimeters. And what we are actually
doing is we take the 1,000 millimeter segment and
apply it on the zero line. Our measure line tool, when we will have random images, this will be done
only intuitively, We will use only our
eyes to do this. This will be very close, but for us, it will be enough. We will be very close, 95% to the real dimensions
of that object. Next, we will connect our
vanishing point that we obtain the second vanishing point with the real length of our
object or the front segment. This is actually the link
between the real distance and the perspective distortion
that we got from this cube. And now you can see, by the way, this division that appeared, the intersection of
these two lines, should be perfectly at
the end of this cube. At the end of the
edge of this cube. Now using this
intersection point, we will draw a segment. This segment, using
the perspective rules, should be a vertical one. And you can actually see that in the upper part of the cube where the converging line that goes into the vanishing
point intersects this segment. It fits right. Now, the question
appear, why is that? On the perspective drawing
that we are creating on paper, everything seems to be right. At least it seems to
be perfect and right. I'll create a camera and I will actually try to
explain this a bit. We said that the camera are our eyes or our point of
view from the perspective. And depending where
the camera stands and also keep in mind the camera
got its own angle of view. We can distort the zoom factor. For example, the zoom
factor is set to one like a middle point or a standard
which copy the human eye. When we distort that, we are
changing the field of view, which are the vanishing points that goes into perspective. We can actually watch or
render this cube from the same point with
different distortions, different angle distortions. Also, tilting the camera
up or down can create con diverging lines affecting
the perception of death. That's why we are choosing
the camera's position and composition to
minimize the impact of the perspective distortion. In this case the
camera or should I, point of view that we used to create this render
was a bit higher. That's why this division on
this image a bit app
24. 24 Homework 1 Create line Outline CrossInsert: Finally we got to
our first homework. I've picked some
random images from Internet and they
will be our homework. First of all, I would
like to link all we talked about in
the previous lessons, especially all we talked
about the perspective. This will be the key
to our Fred modeling. I'll try to show in this first
example how we will apply all this knowledge
so you can see and understand visually the
principles that we will use. Further, we will not model all the images
that we will have. This will take just
too much time. I'll model some of them. We will begin with
the simple ones, and step by step will
increase our complexity. The rest of the images
must be finished by you. In the same way, I'll show
the following examples. The principles, of course, will remain the same
and they will be like additional exercises even if you are doing them
not quite perfect. Keep going step by step, you'll start entering in pace. And one more important thing, in these future exercises, I'll try to show
the instruments, the spline instruments
in practice. That's why stick to homework. Try to practice a few hours a day after you finish
all the images, I think you'll see and
feel the results for sure. Let's get to our exercise. We will model this
model, this first model. This model can be
included in a box and we will use the our old scheme. First of all, let's install
our scheme on zero level. It will be a lot easier. In this way, we'll create a plane and we will load our
image with the proportions, same things that we did
in the previous lessons. I'll create a V A material. I'll set the image in
the diffused channel. Let's assign the
proportions to our plane, as this is a standing object. I'll rotate it so we can
see it from the front side. Let's use our closest corner. Let's install the corner
on our zero line. Same thing that we did in
the previous exercises, now using the principles that we did in the
previous lesson, including this into a box. In this case, this
will not be a cube. Let's try to feel the angle. This part will be the width of our object and this
will be the length. In this case, we got
two point perspective. So we will rotate our segments so we can find out
their real length. I'll move the pivot point. Keep in mind we'll have to get rid of our
perspective distortion. Of course, we will not construct all these lines
for every object. We will do this once so we can understand the
principles later. You will do this only
in a visual way. Same thing for this segment. Let's move our pivot point
and rotate the segment. We will rotate the segment
and we will visually adjust, have to turn off the
snap so it doesn't jump. Now our objects like this box. We will have to reconstruct it using the lines that we created. First of all, we will start with this zero point and
this closest segment. As this is the reference
of a real object, we don't know the scale yet. Usually, first we are
drawing this first segment. We will use the length of
our object that we draw. First of all, let's
set our vertices on zero on the floor, so our object is straight. We will go to our third
level, the spline level. This is a spline,
an open spline. We will use an instrument
called outline. What this outline actually
does if we have a plan, just a single plan, this instrument line will add volume to our plan thickness. If we'll have a corner
type, for example, it will add same thickness only for both
segments and so on. If we will have a circle, let's for example
a sign extrude, so you can see the difference, the outline will add thickness
between the two circles. Extrude will be applied actually between
two closed plants. In this case we've
got an open splane. It will add thickness inside
or outside this plane. In this case, we'll need inside our shapes inside it might jump a bit too much. We will do this by hand. Let's get a bit closer. You must feel the thickness, At least you will be very close. The same principle
with the perspective. Now our plan turned into a plan. We can extrude our plan, the length that we need. Actually the width,
will be this segment. Let's try to measure
this segment. Of course, we will do all
this in a visual way later, but for this exercise, we will try to recreate this so you can
understand the principle. Now the second part, we have to add two
different materials. We cannot assign two
different materials on the same polygon, on the same surface. So we will have to cut. We will create a line. Keep
in mind we have to remain, we will have to be
on the zero level, so our line intercepts
these points. The next instrument
that we can use, we must go to vertex. We will use cross insert. It will add points to the
intersection of our plans. Now we will go next to
the segments and we will delete the segments that we don't need on the vertices will remain and when we
will extrude our ship, they'll actually copy
the exact height of this cut where the
two materials meet. Next, we have to extrude. We don't know the scale
of these objects. We will use only, as I said, in proportion the
width of this segment. Later, we will have
to adjust this object according to our project or
scale scale, a standard. Usually in this case
it's only in proportion, we will have to
complete our cut. One way to do it
is to convert to polygons and use slice plane. You can see even by the
image, what it does. I'll move back our object
closer so we can see the line. Let's use slice plane. We must go to and we
will use the point where our segment intersects the point where two materials
link or meet. Now we've got two surfaces. So in this case we will
be able to assign to different materials a bit later when we will render this object in our photo studio. Now, how we can add segments? In this second case,
we can use cut. For example, it's like a knife. I know that we are using
level three instruments, but you cannot stick only
to split instruments. You are obtaining volume, and volume usually interferes with some of the level
three instruments. Now about our width. Let's pick our second object that will actually have
the correct width. And let's save them. And we will go to our photo
studio so we can render them. I'll save them.
You save selected. Then the file that you selected, merge it into our photo studio. Here we will install these two pieces in the corner
where our teapots were. We will move our teapots and you can see that
our object is a bit smaller than the scale
of our real interior. We will adjust to only
visual we will not use for now a real scale,
it will be enough. Okay, our light and
everything is ready. I will move our teapots and
I will install our object. And we will find
a point of view. Let's install our
object on the floor. And I will drag the
image and the object so we are not seeing the
openings of these walls. Something like that. Now let's choose the materials
for our object. Again, in these exercises, we will not focus on materials. We will pick
something very close, our object turned gray. That's because we are not having our
material adjusted yet. I will assign the
first material and then I will assign
the second material. We have to get into the
diffuse channel and turn the shaded view mode still we are not
seeing our material. That's because we don't
have, for this object, the texture
coordinates installed. We will apply a quick UV map. Usually we will use the box. In this case, you will see that this is not the quite
perfect method. If you want this
object to be perfect, perfect texture, you'll
have to use wrap like the parts, they are
not correctly textured, You have to unwrap your object and assign a correct assignment
of the texture. Let's turn the
second texture on. Usually you'll have to bring some details so your
objects look a bit better. They are adding life to your model and style this object on our
surface like this. Let's find a point of view. I don't want to get
into cameras as well. This is topic,
another big topic. We will use only a simple view. Let's see in our
interactive render if we don't have any issues. Okay, let's hit the render. By the way, don't
forget I'm using bucket other progressive type. One more thing, try to add
to your renders the no, it will reduce your noise and your images will
look a lot better after your render is finished. Second, you can see here
we've got a bit of noise. The ate, the noiser
will activate. You can see here, working after that, your image must look
okay without noise. Okay, let's get to
our second exercise.
25. 25 Homework 2 Fillet Chamfer Edges Interpolation: Okay, let's get to
our second homework. And this homework we will see what Philip and Chamfer does. These are two instruments
that work with corners. I'll create a copy of our plane and we will
model this object. This object looks
like the first one, only we got rounded corners. We will see how we can
use this instrument, fill it to round the
corners of our table. First of all, let's
assign the proportions. I'll load the image and we will drag our image into
the diffuse channel. Now the same things
that we did with the previous one,
the old scheme. We will begin, as I said, to work without the scheme, only the principles will remain. In this case, we will only raise our image or our object on the zero line on our
measure to actually, I will bring back a bit on
the y axis, the object. So I can see the
zero line clear. This is our zero line. We will use the zero level
or our floor like this line. Next, same things that we did
with the previous object. We've got the two
point perspective. And we will rotate our
segments so we can obtain the real segments that are brought
to this zero line. Turn off snaps,
so we don't jump. We will add somewhere about 10:20 percent to the distance. Visually, we will readjust one more time if
it is necessary, when we will obtain
the final object. When we got sharp distortion
of our perspective, it's a, it's a bit harder, let's say a lot. Same thing for this segment. Now let's talk about
our rounded corners. How we will create our corners. First of all, let's
see what a fillet and a chamfer does when
we got a corner. Usually we use straight corners, but it works also with
any type of corners. Here you can see fillet. I'll create a copy so you can see what one instrument
and the second does. First of all, let's convert
all our vertices to corner. It works also with any
type of vertex but it's a lot better so we don't have
distortions in our fill it. As you can see we are rounding
our object or our corner. Chamfer does the same, only it cuts the corner
on a 45 degrees. If we have a 90 degrees angle, if you remember
our interpolation. Our interpolation works here as we actually have a
quarter of circle here. It doesn't match perfectly. Let's draw it one more time. If you remember, we talked
about the space between two points of a circle,
actually two quadrants. Let's assign to this rectangle, 400 by 400. I'll convert it. We can have a corner
that we can fill it. I'll create a rectangle. I'll use 100 by 100. I'll bring the rectangle in the corner that
we will fill it. Now the radius of our circle must be the
same as our rectangle. The center will
actually be the point from where our fill
will be controlled. We are not seeing that point, but it actually controls
the fillet from that point. Now first of all, we will have to change the
corners so our fill, it doesn't get distorted. It will work correctly
in this way. And I'll enter 100, and as you can see, this is a quarter of circle. Our circle, as we talked about already in
our interpolation lesson, got a specific
number of segments between the two points
or two vertices. Actually our fill, it works not only with straight corners, We will use it for
different types of angles. But finishing with the circle, it will actually repeat the interplation of the
circle between two vertices. Let's assume that this is the same box and we
will repeat the lines. Now I will use our fill it, and as you can see, well in this case these
corners are straight. It must repeat perfectly our
roundness. In this case. One more time, getting
back to our circle, we will use adaptive. We can use adaptive
in this case as this object does not go
further than the level two. The same thing. Let's outline, You already know this
instrument and let's extrude. It seems that it's not enough. Let's add a bit. Maybe too much. As I said, you'll have
to appreciate visually, we don't have any distances, you'll have to do
this using your eyes. Let's move of the first
object and get to 40 studio. Let's scale the same table. Actually it's very like
like the first one. Let's install it on our floor. You should use actually something very close
to a table's height. Our windows usually have 900 millimeters and the table
should be around 700, 715. Details are adding life to
our objects or our models. We will actually assign
the same material that we did for the
previous object. We are not focusing on
materials in this course. As I said, as you can see, this part where we actually
assigned adaptive, as you can see our object, it's not going further. As I said, it remains
at the level two. So we can use adaptive at level three objects that
pass to level four. Usually we use for that I'll use again UV map, a simple mapping. If you intend to map
your object correctly, you'll have to use wrap, but that's another big topic, we will not talk about
it in this course. Let's set a point of view, something close to this, maybe move a bit, something like this.
Let's hit Render. Don't forget about the nos. Well, the second object is. Let's get to the next one.
26. 26 Homework 3 Connect FFD Edge Enhancement: Let's get to the next object. I'll create a copy of our plane. It's a lot easier. We will try to
model this object. As you can see, we have
two levels of boxes. We say the golden
parts belong to a box and the wooden part
belong to a inner box. If we can say so, as I said, we will not draw all the lines. It will take just too much time. In this case, we will try
to visually appreciate. In this case, we can use our golden parts as our reference or the point that will connect
with our zero line. Then we will try to adjust visually the same principle
that we had here. The golden elements are actually the same rectangles and the same principles
that we used here. Let's try to appreciate,
first of all, our rectangle should have the height of the first element, and then all the elements will have actually
the same height. I'll convert all the vertices to corners so we can
have simple vertices. Now let's try to appreciate visually our
perspective distortion. We will apply. Let's actually bring our points
on the zero level. Our object does not get below our zero line a bit. Maybe adjust this part. We'll actually have to adjust the golden parts towards
our wooden elements. They fit perfectly well,
at least visually. They must fit. We will
do this in the end. Now let's try to
use our outline. And we will assign the width of our element,
of our thickness. Actually, the
thickness is this one. Let's try to extrude. Actually, I'll use scale. It's a lot easier. It does not jump. We can appreciate the
thickness of our elements. We will readjust
a bit at the end. For now, we will have
to be very close. At least these elements
actually are the same. I'll move a bit back our elements so we
can model our wooden part. If we took this segment
to be the reference, the part that small wooden part will go under our
called zero line. The second zero line, actually we will have to draw our vanishing points like this. But we will not do this. We will be very close. It will take just too much time. Let's move our pivot point
and rotate our segment. We should actually use the straight segment
that intersects here with our main reference
to be 100% correct. We should draw the
boxes, as I said, the visual boxes that include our golden lines or our golden elements
and the wooden part. But we will create
all this in a simple way later, we will adjust, don't forget to
convert your vertices. This is actually the
thickness of our element. Here. We will apply actually the perspective from below
our second zero line, and we actually got the
thickness of our element. Same thing. Let's apply extrude
and let's adjust a bit. You have to feel visually
the length and the width. That's why we are not
drawing all the lines. I'll copy the elements and Listern and align them
with our wooden part. As you can see we are very close but still we will
have to adjust a bit. Our golden elements. Let's convert to polygons. We will use attach. We already know this instrument
and let's find the place where our golden elements
are actually installed. We will use one more instrument here called free
form deformation. In this way, I'll pick only
the part that we need to move and I'll drag a bit again. Same thing with the perspective. Our golden elements on the image are in
perspective distortion. Well, we got a small
segment there. But anyway, we will apply
the same principles. Now to be exact, we could have used
our old principle, but I think we will
not be quite exact. Let's first of all adjust our first element,
our golden elements, so they fit visually perfectly. Our wooden part, something like this. We will convert to polygons. We will use the
instrument connect so we can find the middle of
our element, the exact part. I'll delete the part, we will mirror our element. In this case, we will use x x. These two parts in this
case will be 100% the same. We will attach this part. We can actually well the vertices so we can
have back one part. Okay, again, let's say selected and get to
our photo studio. I'll move the previous object. Let's adjust. Let's into our model under four. Let's use the same word. As I said, we will not
focus on materials. They will have to be just
visually to what we need. Again, the details, the details, as I said, bring
life to our models. Same thing. Let's use
UVW map for our box. We will try to repeat
the texture from the original wooden
part, from the image. By the way, you can
use fit here is like a reset button
for our texture. It. In this case we've got a
box and the box actually is trying to fit the polygon
the sides of our box. Let's use scale to adjust. Now we will have to assign gold. This gold seems very close
to our gold from the image. We will see in a bit how
it looks in our render. Let's assign our gold. We will find these flowers seem to be just a bit too small. Maybe we will scale a bit
compared to this table. They are too small. Let's find a point of
view something like this. Let's start our under our gold. As we can see, it's too orange, brown. We need a light version of gold. We can choose from another type, but we actually don't have a
more light version of gold. I think they are all
the same or very close. Let's trite this one again. Back to our interactive render no difference. Let's get back to
our first version. We will actually
adjust our gold a bit. We will lower the intensity
from the diffuse channel. In this case it was use the
diffuse channel closer. Well, we are, we will not focus perfectly on the
materials and these flowers. I think they should
be a bit bigger. They seem just too
small for the table. Well, this is our object, this is what we obtained, the nos as well. One more thing I would
like to focus on. Let's get it a bit
further, A step further. We can leave it in this, but we should actually do a
small trick we will apply, this is like a level
four turbo move. But a more simple version, we will apply chamfer
for our edges. The edges could not be
perfect, 100% straight. All the objects got a bit
of chamfer at the edges. We will apply this chamfer and it will interact
with light correctly. In this case, all our objects will look a bit more realistic. Same thing I will apply
for the golden elements. Let's see how it looks. You can see the edge here. Maybe on the golden parts
we are seeing it more. But on the wooden part
we are not seeing here, I mean, but on the wooden part
we are not seeing it too. Well, maybe first of all because the gold's go and our wood is, well, at least the
level of glossiness, it's a lot lower than our gold. It actually does
not matter that we are not seeing it quite obvious. It will interact with
light in our renders. That actually matters. Let's push it a bit further. I will create a light so you can see the interaction
of our wooden part. We will use this chamfer
on our future objects. When we will model our
future three D models, the light should
have a temperature. First of all, that temperature should fit the
interior standards. I will bring it to 4,500 K. Let's create a more
obvious chamfer. In this way you will
see the difference. It's like a transition
from one side to another, and in this case, it looks
a bit more realistic. We will actually
leave it like this. Let's readjust our object
and I'll hit Render again. As you can see, our object now looks a bit better
than the first one. You can see the edge here. The light on this wooden part interacts with this side here. We have no lights. Well,
something like this. Let's get to the next object.
27. 27 Homework 4 Equal edged objects: Let's get to our next object. I'll copy the plane. Same things for
every single object. We have a coffee table. We actually got two images, two models of coffee table. So model one coffee table and the other will
be on your own. They are actually very alike. Same thing. Let's copy in the diffused channel, the table. Let's try to modulate our table. It's a rectangle. I'll use the point of
our three elements, the lower point, as our
zero reference line. This will be the thickness
of our elements. First of all, let's convert all our vertices to corners
so we don't get distortions. Now let's adjust a bit. It's a lot easier to find out the perspective
distortion to get rid of perspective distortion on the side that got
the less distortion. Of course, in this
case we will use the right part and the same thickness will
go in this direction. Let's try to
actually measure it. We will extrude the same distance. We can actually use
chamfer for our edges. We will adjust a bit, we will see how much. Usually around 67 segments, this will be actually
enough for the edge. Some do use three or four. It's, well, not quite enough. It's a lot better to use
seven or eight segments. I'll create a copy,
actually two copies. Let's try to model our legs. Our table legs. We actually don't
know the connection between the three elements. We will assume that this will be the connection
between them, I'm not sure. Let's create a cylinder
and we will actually try to adjust the radius of our leg. We are not seeing the
lower element of our legs. It seemed to be like
some black parts. Let's create a small
rectangle on this axis. I'll use a line. We will use the minimum to maximum part on Z axis so we can
feed them perfectly. This will be, I think, the lower black part of our leg. It seems that our radius
our legs a bit too thick. Let's adjust it. Perhaps it seemed that the reflection
of the rug was there too. When wisdomed out initially, we see the edge here. Well, something like this. As I said, we don't
actually know the real connection part between these elements.
We have to see it. It may be a connection in
the middle, I don't know. Let's use the legs as a connection between
these three elements, although I believe
it's not really like this in the real object. I'll increase a bit the height, we can actually
match the cylinder that's closest to our
reference segment. We also got the rug, but we will try to adjust
as close as possible. We will have to
use this distance for other elements as well. I do believe they
are installed at the 45 degrees in the corners. So we will visually
bring them there. Same thing for these two legs. Well, something like this. Let's get to our for the studio. And we will move the
previous objects. We will try to render
this coffee table. I forgot to group. It will be a lot
easier way to adjust. I usually look at the window when I'm scaling as a reference, so our coffee table seems
like an interior object. Let's bring our
table on our floor. Let's put our decoration
on our table. Let's use a line. Now let's try to assign some
materials to our objects. As you can see, we
got a white material. Let's for example Peak plastic. This is a black plastic, a black glossy plastic. We will turn it into a white plastic that's
esulate our selection and select the
elements and our legs. We can actually assign
the black plastic to these lower parts of our legs. We also need a metal ache or something like
this for our legs. Let's search for
a point of view. I'll actually install
the background image so we can see it. And actually I'll scale
it a bit so we can see our model and our reference at the same time a lot better. Let's see what we obtain. I'll start our
interactive render. I don't think this
white material is so glossy as we need. Perhaps we will have to adjust. It does reflect, but we will
have to increase a bit. Let's use the reflections. I'll unlock and I'll bring a bit higher our level of
reflection for this table. Think it's better. We actually do have this type of strong reflections on
the reference on the image. Again, let's find a
point of view that is actually copying
the reference, the object on the image. Something like that. I think, I think it's okay.
And let's press render and we will
see what we obtained. Well, this is our
image as you can see. We got reflections, we also
got the edges that we signed. The decoration part
slows a bit render, they should finish
in a few seconds. Come on. Okay, the denoiser. We actually have
our object ready. Okay, let's get to the next one.
28. 28 Homework 5 Spline Mirror Trim Extend Fuse Weld: Let's try to model
our next object. First of all, I
would have to say that this object,
it's a bit different. Here we have one point perspective
and its edges actually converge into one
vanishing point in the center of our object. We can even say that
the front edges of our object are almost
two projection. These type of objects
as they got almost no perspective distortion
are a lot easier to model. That's why when you
usually don't have the plants or two
projection of an object, the type of front views are quite similar to the
two D projections. Okay, let's get further
with our object. We will load our image
and our proportions, same things that we did with the previous objects
reference image on our plane. Let's reset the segments, and let's start our modeling. First of all, let's
install our objects on our zero line,
something like this. Let's try to draw our object. Actually, there are a few
methods how we can do this. Keep in mind the projection
is not quite perfect. We are almost 100%
close to a projection, but still we got a
bit of distortion, a few percent. Let's
create a line. We have to weld the vertices. Let's instyle our points
exactly on our floor, on our zero line. Don't forget to
convert to coroner. Let's just a bit o points. First method that we can
uses to create a line. Actually this line will have to repeat or continue
our lower lines, so the line keeps the angle. But we will model
this very, very close using this method with
two close contours. It's the most simple one. Let's adjust the same height
for our both vertices. We will actually
adjust a bit here. We will try to copy the angle so it feels
that the lower and the upper part
belong to one line. If we want to obtain volume, first of all, we have
to obtain plans. Then we will apply extrude and we will actually bit
scale so we can adjust. Let's add our edge enhancement. Let's add our jumper. Actually, you will do this for
every model that you have. If your objects will
pass level three, you'll have to do this
using turbusmove. Well we are very close. Let's actually try to model this object using
another method. The first one was
the quickest one. This method that I want to show includes some of the instruments that
we didn't pass. They belong to the level
three sub object level. We talk about mirror. This mirror is
actually done inside an object, if we can say so. Usually we use these when
our objects got symmetry. Meaning the left part is the
same like the right part. The three buttons of our mirror actually
mirrors our spline. Depending what
button we are using, its x, y, and z xs. We will try to apply this
principle to this object. In this case, we got
only a few vertices. But if we would have a bit
more complicated shapes, it will be a lot easier
to mirror one part. I will have to use
the middle snap so we can actually cut visually our object exactly
in our middle. This rectangle below our object. It's only helping us. We will try to model, as I said, only one part. And then we will try to mirror. I know this method seems a bit longer than
the previous one. In this case, it seemed that the first method
was a lot better. But if we will have, as I said, more complicated shapes, this second method
will be more useful. First of all, let's get our
vertices on the same line. We can bring them
using our coordinates. Let's do this using
another instrument. This was the first method. And the second method would be using from this blind instrument called and extend work in there. In this case, we
will have to cut, that's why we will
use the first line. I'll delete the helping
line, this middle line. And now we will have to
actually mirror the first part. Let's adjust a bit and we should keep the go. We could have draw
a line and use stream so can obtain
a perfect angle. So let's use our mirror. I'll select our entire
spline or our entire part. Strange why did
the vertices move. But in this case we will use another instrument
that we will have here. We talk about fuse Use works
in the first sub level. At the vertices level, it brings two points or two vertices into one
point on one line. In this case, our lines
belong to two projections. We will actually bring
them to our middle. Then we will have to weld
our shape and we can actually remove our points. We will press Delete, and we will create a single line by
removing our vertices. Okay, next we will
apply our extrude, and we will actually
copy our chamfer here. Next, let's get to our photo
studio. Save selected. Let's move our previous
object I brought to models. I brought to lamps. We will actually
install the lamps like we have in our image. Let's scale the object. I'm trying to see the
windows so I can have a reference of our real scale. Something like this. I'll get a bit closer, our table to our wall so
we don't see our window. And let's install our
table on the floor. Next, let's apply our
previous wood material. Now as you can see here, we have different
directions for the texture, for the wood texture. For that we will
have to use wrap, But in this case,
first I'll use UV Map. We will see how it looks. I'll try to apply quickly. But wrap, as I said, it's not a part of this course. It belongs to advanced
texturing First, we have here to learn to model. That's actually our goal in the second part
of this course. Okay, I will apply UVW map. Let's align our lamp. I'll lower a bit of lamp on
the surface of our table. We need a second lamp
at the same distance. I'll create another lamp
that is very close. Then we will group, and
actually we will use a line so we can install their common pivot point right at the center
of our object. In this case, they will be
at the equal distances. Let's move maybe a bit so
we can see the reference. You'll have to
feel the point of. First of all, let's see how
our lamps look in our render. I'll include our integrated
render. They look fine. The only difference material
on the image, it's white. You can see we have
our edges that interacted light
from our chamfer. Let's see this a bit
closer after scaling. I think our chamfer
got a bit smaller. I think I will add a
bit to our chamfers. We can see a lot
better, the effect, it looks okay in general. Still the edge, I
think this side part, it's not quite
okay, this texture. I'll create a copy and actually I'll try to apply and wrap so we can
correct that texture. It's looking not so good. Well, after unwrap, it
looks something like this. In this case, it's a lot better. It looks a bit more natural. Keep in mind if
you want to model, you'll have to get to unwrap. I know this is not a
simple topic still. This is a topic that
you'll have to pass. You'll compare the first
render and the second one. You can see that now
with the issue gun, our model at least looks fine. You can see here the light from the window in tracks
with our edges. Well, that's it. Let's
get to our next model.
29. 29 Homework 6 Path Section Sweep Shell: Let's continue with
our free de, modeling. We actually divided our
homeworks into four parts. In this lesson, we will
pass to the second part. We will talk about
paths and sections. A big part of the
two level objects are created using the
paths and sections. We will start with
some simple objects and also we will
talk about sweep. This is an instrument that
we will use very often. We will take a look
at it in a second. First of all, I'd have
to mention that we got objects that got
multiple sections. In the second part
of this course, we will talk about
objects that are created using only one section. I'll draw visually a line. This will be like the mark
that we pass the first part. By the way, the
objects that remained, the remaining objects
from the first part will remain like an additional
homework for yourself. You'll have to do
them on your own. Let's get to our first object from the second part. We will use this lamp. It's one of the most simple
objects from the second part, I would like to explain, based on this model, how we will use our
instrument swip. First of all, I
will draw a line, simple line, and we will
apply our modifier, sweep our modifier Got
two types of sections. It got ready sections or they are called
built in sections. You can see the list below. We got custom section, We will talk about
custom sections later. Here you can see the
list of our di sections. We will start with these ones. You can see we got a bar, we got a cylinder, we
got a pipe, and so on. In a way, we can say that along this line we are using
one of those sections. And that section actually
repeats the shape of our line. In this case, our
line is straight. Our section or object that uses this section will
be also straight. If we will add a point, we will start to bend or give
an outer shape to our line, which is actually the path. That's why we are calling path section using
the first vertex. By the way, if you remember, we talked about the
vertex's numbers. I'll switch a bit back so
we can refresh this info. You can see here we have our
first vertex on this vertex, we apply our section
that we choose. This section actually goes along the path along the
line that we created, creating a free object. Every section got
its parameters, depending what section
we are choosing. That's why we can choose radius, thickness, and so on,
different parameters. In a second, we will
apply this to our object, you'll get the point. For example, we can
choose another section, and you can see we've
got another parameters. Let's get back to our
pipe. Now, one question. If I want to bend or
around our corner, we can do this using
our instrument fill it. I will switch to wire frames
so you can see the result. You can remember our interpolation
and the steps that you see there are the
number of steps that will receive
on our fred object. We can use adaptive
depending depending if our object goes or not
above our second level, if you remember the handles, we can adjust our
shape depending on what we are trying
to obtain of all. This will be a lot
more clear when we will use this based
on a real example. Let's pass to our lamp. In this case, what
are we interested in? It's the golden part that
we will have tomorrow. Same thing, same steps. Let's install our lamp on our zero level and we will
start with the lower part. We can actually use a cylinder. Don't forget to add
edges or sides. Our cylinder got a bit of
distortion below our zero line. We will start with the
line that actually repeats the sides that
are set on our zero line. We are talking about lines. We can actually do
this using a cylinder, but we will use a circle. We can do this with instruments. Our new instruments. Let's adjust the
radius of our circle. The part that you are seeing
that goes below this circle. It's actually the
part that goes into perspective where we
got our distortion. We will try to receive our height or the
thickness of this element. White element, I think
it's some marble. Let's apply extrude. In this case we
can use adaptive. Our object does not go
further than the level two. Let's just a bit the height, that's actually the part
that we are looking for. What distance it got. Well, this distance, we can understand that this
is only a proportion. This distance. It's not real. It belongs to the scale that
we are using right now. But this scale, as we know, this is a random scale. But being on our zero line
or our measurement line, we can use the real dimension. So we can adjust our element and bring it to a dimension
that we need. We can actually use Chamfer, We can obtain that effect
of roundness at the edges. Don't forget to add segments. It looks a lot better. Somewhere around 78
segments will be enough. Next we got a small cylinder. We will maintain the z axis. Let's adjust the second
element, the second cylinder. It's a lot smaller still. It remains at the middle axis. Let's use a line so we
can set it in its place. And let's adjust its radius. We will use the image so we can it's dimensional proportion. It should be correct to
say something like this. Let's adjust our
per our chamfer. We'll have to adjust
this element. We will change a bit our inputs. Maybe we should add a bit here. It seems that the edges of the marble element on the
image are a bit more rounded. Okay, let's get to our main
element, our golden element. How we can use our
new instruments sweep and how we can
obtain this element. We can use a retangle,
for example. This is not the only method, but it's a very simple method
to obtain this element. First of all, I would like to explain the dots
that you see here. Before we get to our rectangle, I would like to explain how we will apply the section here. You can see rectangle nine dots. It's actually the center, the lower part, the lower
and right part, and so on. If you remember the
vertex that we are using, it's actually using
another color. In this case it's yellow. Our first vertex, when
we apply our section, by default it's
applied in the center. In this case, we
will use the center, but we can change the section depending what we are
trying to obtain. In this case, we will
try to use the center. That's why we will use a
rectangle for this lamp that will actually be at
the center of our element. We will try to
find the edges and the center and the section
that we will apply, the cylinder or pipe, it actually doesn't matter. We don't see. The
inner part will be according to the center
of the golden element. That's why we are
trying to obtain with the rectangle, the middle part. Let's adjust our
segments according to the middle. Something like this. Further, we can use fill it, it's a lot easier. We could have used
circle sand trim, but it will take
a lot more time. Let's use to connect our points. We will use, well, we
can obtain one point. In this case we will
obtain a half of a circle. We can actually be
just our points. They seem a bit lower than
the center of our element. They are almost there.
Something like this. Next we will apply
our instrument sweep. It's actually a modifier. Actually, we could
use a pipe as well. Let's adjust the radius. As you can see, our rectangle, which is the path,
repeats the shape. Our cylinder, which is actually the section we'll give
volume to our shape. We will obtain our free object, or our free shape, that we will use for
the golden element. Let's go further with our lamp. We will use the same circle. We've got the same axis. We don't change our axis. And let's install it
and find the radius. We'll actually adjust the
radius according to the image. As you can see, we've got some edges lower and
above this lamp. They are actually
like double edges of the white elements. We will try to repeat
them in this way. We'll repeat the same model
that we have on our image. Let's actually use
a line, a exact. Let's create this second
element, thicker element. And we will imply the
same from the upper part. We something like this. Let's use outline to
create this element. Use the lower, these
lower elements to create the upper part so the edges are fitted perfectly. Same thing. We will use outline. It jumps a bit. That's okay. Let's try the input, and let's supply the extrude. And let's actually bring all
our objects on one axis. I'll copy the upper
part, the upper element, we will actually use many
to maximum on z axis, so we can put it in its
place, something like this. The details will enhance
the realism of our model. We can actually use shell. This is a modifier that extrudes the object
in all directions. In this case, it will add to the thickness of our element. It will be a lot easier
to modify it in this way. This modifier actually belongs to level three, but anyway, we will start to use it as we progress
towards our modeling. Let's bring our model to our photo studio and
we'll try to render it. Let's actually use
a lamp that we had in our previous example. In this way, we will try to take the materials and the
elements from that lamp. We don't bother
with those actions. We are focused on modeling
and we are not focused, as I said, on materials. That's another big topic. Let's align our lamp. We can actually align
it to our surface. Bring a bit up our initial image so you can see the
reference in the lamp. We will try to apply
the materials that we got from here from this lamp. We will not bother as
well with the light part. It will be only a
simple vi ray light. So let's copy the material
and we will apply it on our image. We got
a white material. This material,
it's a bit darker. But anyway, it will repeat the translucency and
the effect of the lamp. That's actually what
be interested in. Now, the golden parts, we will use the previous gold. The lower part, it's
actually a white marble. Let's use marble or stone from
the ray material library. We don't have any marble here. Let's, let's use a simple stone. Let's use box. It will
actually be so called marble. As I said, we will not
focus on materials. It will take just too much time. Well, we are close. Let's
see what we obtained. End our light, of course, so we can obtain the
effect of an active lamp. Let's align our light. We will see how it looks in preview in our
interactive render first. Then we will start
our main render. Let's find a point of view trying to get the reference and the model both in one image. Maybe not so close
using cameras, it's actually a bit better. They can be fine adjusted. Well we are, yes, our material is not white still, it's a yellowish bash material. Let's actually choose our light. One thing we have to do, we have to assign
thickness to our lamp. To this material, we can
obtain the translucency. The polygons that we got inside are black, if we can say so. They are not flipped. That's why we will have to obtain surface. We can see the
translucency effect our add shell and
then we will adjust a bit our light again. Um, I know this is
a quite big topic. Materials are quite interesting, but we will not talk
about materials here. Maybe I'll just a bit our
reference so we can see it. Well, we are close.
Very close by the way, in our image, our light,
it's not turned on. But anyway, something like this. Well, let's start our under. Well, this is what we obtained. Okay, let's get to
our next object.
30. 30 Homework 7 Combine sections Weld Break: Let's get to our next model. By the way, you'll have to
model this lamp by your own. It's very like our model that we did in the
previous lesson. Let's try to model this
lamp as you can see. We got some details, Here we go, actually on one axis,
different sections. Well, axis is one, but the sections got
different dimensions. We will try to do this
and understand on a real example how we can do this further
in our homeworks. Let's load our image. Same process. In this case
our image is a bit bigger. Well, let's take
a closer look to our details. We got rectangle. Rectangle, two details and
we got a cylinder or a pipe, whatever the main fact that
they are on the same axis. That's why we will have to model one line and then we
will adjust these sections. First of all, let's start
with our lower element. We will set on our zero line. Let's try to adjust
our er element. It's a rectangle. We will convert it
to a spline and we will turn our
lertices to corner. Let's adjust the lertices
according to our image, and let's use extrude. We will use the height for
our element from the image. I'll move our element
a bit back and we will get to our main
part of this lamb. This is actually the
almost the same thickness. It's almost the same
thickness, very close. At least it's strange why it's not equal,
well, whatever. But we'll use the
dimensions that we have according to
the proportions that we see on this image. Next we have the section, this pipe or cylinder section. The main thing is this part, we can connect three points
or three lines in one point, at least at level two. We can do this at a
polygon level there. We can connect as many points
or vertices as we want. But here we cannot do this. That's why we will
actually skip this part. Let's create a rectangle. We will convert our
vertices corner and back to our problem
part, three points part. You can see even on the image where the three points connect. The upper part, it's attached, it's been attached later. We can see the science here. That's why you'll
have to do this using level three instruments. But that's another
course, of course, first of all, why we
draw a rectangle, we will use this
rectangle as a path. All our elements belong
to a single path, although they got
different dimensions. Actually different sections will be. Adjust our section just a bit so we can be
right in the middle. We got a bit of distortion of perspective distortion there. But anyway, we are very close. First of all, let's draw a line. This line will actually repeat the bottom part of our
cylinder, of our pipe, the part that goes
underneath this line. It's actually the
same thing like we did in the previous part with the marble lamp lower part
from the previous lesson. Now we will try to avoid
the perspective distortion. We will bring our
element a bit up, we can obtain the
thickness of this lamp. Okay, let's attach
the two lines. In this case, we will obtain
these small parts and we will use the cross insert
instrument to obtain points. Exactly. Vertices exactly
where our elements connect. First of all, I
would like to show the three points part problem. If we got a line and the vertex that creates
the angle, it's welded. We add a third line. You can see that
visually it seems like it is connected with
our first element. Actually, it's not connected. We cannot weld three points
in 1.3 vertices in one point. That's why the third part
that interferes in this case, this is the part
that holds the lamp. The upper part of the lamp, it cannot be connected. At this second level, we have to use more
advanced instruments. We have to use
polygons to do this. I'll break this part. You can see the problem. The two lines that
got the sections actually agreed to
different objects. And when we press
weld, we connect them. When we bring our third point
here and we try to weld, we cannot weld it. That's why the situation when
we got three elements in one point cannot be solved here. We will leave it like this. It's a problem that
must be solved, as I said, at level three. All our elements, although
they belong to one axis, we got different dimensions. We will detach those
parts that we obtained. Three parts we will
try to assign, we will try to assign these
dimensions. First part, let's actually use the
distance we obtained from the lower part that
we measure there. Keep in mind it's
not a real distance. Of course, we know that this is only a proportion
in this random scale, but it fits the proportion
according to this image, By the way we got here
radius a corner radius. We can avoid the champ
part and use it from here. Now the next elements, the two small elements that connect these three
elements, the middle part, they actually got
the same distances and the same section. Like the lower part only part, we will try to apply
chamfer so we see them. The lower part actually got more dark gold if we try to
analyze it from the image. But we will leave it like this. We will see the difference
between these elements. The shadows will show it. That's why we apply
it here, Champ. Now the third part with this, with this problem part, we will actually not see it. A, we will not see it still, we have to keep in mind that
the problem is present. Now we will apply a cylinder
or a pipe and we will adjust according to the
image, something like this. In this case, our
path worked as axis. For all those elements we obtained lower metal
part of golden part. The upper part of our lamp
seems like a rectangle. I'll align it so we can
have the same access. Let's adjust it and we will create the same part. The second part equal
to our first part. Let's set the lower
part on the same axis. And this 12, let's create actually those edges like we did with the
previous example. It will be a bit more realistic. I know they are not there. But anyway, we will try to
go with realistic parts. Let's use a line. In this case, they'll
be perfectly fitted. I will delete the outer part and we will use out line inside. Let's adjust the hive close. We will leave some space for
this edge, this lower edge. And we will copy this edge here. Something like this.
Let's say selected. And let's get to
our forest studion, our image. It's a bit bigger
than the previous images. Let's according to our
table and our window. Actually, I will use the material and
lamp the light part. Let's use the line
to install our lamb. And actually drag our
first lamp first elements like this. And
let's use our lamp, our scale a bit, our image like this. Let's use the same
materials that we used. We will not focus, although the upper part
of our lamps white. Actually, we don't see the
elements that we modeled. Let's create an angle like
this. Yes, this parts. Let's assign our previous
material to this part, and the gold to this
metal, golden parts. Okay, it jumps a bit. Yes, like this. I would like to see these parts that we
model. These details. These details actually bring life and realist to our object. Let's find a point of view. Let's hit it. Should look okay. Maybe a bit more light. It's okay. Here's our lamp. Let's get to our next model.
31. 31 Homework 8 Attach Multiple: We will try to model this
table, this coffee table. Let's copy our plan. The same steps in this exercise. We will try to see how
multiple attached works. We got a lot of elements
that are the same, they look the same. We will try to
model one element, and then we will try to
attach it to our main shape. And then we will
try to use swip and create the dozens of
elements that we see here. Let's find our zero point we got here to
point perspective. And we will try to create a rectangle and copy
this part of the table. We got a perspective distortion, but it's actually quite big. We will try to increase the ten, 20% First of all, let's convert our points. Let's adjust our lower
vertices as well. On the zero level here, we will try to find the middle of our section that we will use. We'll actually use
a bar section here. Same problem, we got the corners with three
elements in one point. As I said, we will
now this problem, this problem must be solved, at least at a level
three object. We have to use level
three instruments. One more thing, our table
seems to be a rectangle. We will actually copy
our rectangle part. We will try to model it
in a rectangle shape. Now let's use first attach. We see the multiple attached
under our attached button. We will get it in a second. Let's apply a Sp here
we have a bar section. Let's switch to a bar section. Let's visually adjust how much we can use
for this section. Of course, these numbers
are only in proportion according to our random scale that we are using for our image. Now here we have, as we
said, the problem part. The points or three
vertices in one point part. We will just leave it as it is level three actually got weld at the level three instruments
when we will pass polygons. But that's another topic
that's big topic we will use for now
only the level three instruments we got here. One more element, that it's
actually not in the middle. It seems to be like
a golden ratio, I think 61.8% Well, we will appreciate it
visually, I think here. I'll actually delete that part. Now, I will try to copy, so we can get the same point
at that same distance. We can create a line
using create line. Now we have to create these elements, the
square elements. I'll select only
these lines and we will use them actually
for our element. Let's disable sweep
for a second. We will snap our elements
so it fits the same axis, our main elements of our table. I'll copy. We can even count
the number of elements. But we will not do this. We will do it visually. Something like
this. We are close. Let's delete these parts
that we actually don't need. I will select all these parts. We will try actually to adjust visual according to our
reference to our image. Let's group these elements. I'll bring the
image closer so we can see the reference
a bit more clear. And let's use our modify
form information. We can appreciate visually
how much elements we need. Let's delete these
parts that we actually don't need and we will use only these parts that
remained inside our table. Let's select all these parts and we will apply one more time
for foreign deformation, so we can adjust the parts according to the distance
between our elements. I'll convert spline and
let's group them for now. I'll apply the sections for our main table and then we will see how we will
adjust all these elements. We must now forget that here we have the marble or wooden part. Depending on option we
choose from our image, we can use extrude
for this part. Now I'll select our main table, our main metal part table. Let's enable back our Sp. This part, we can
actually use a line, but I will bring it visually
at the level of our table. The main focus will be on these elements actually
in this exercise. Let's try to use our
multiple attach. First of all, let's use a
time of reform deformation. So we can actually adjust. Here we have a problem,
a small problem. We can actually
adjust our elements according to the new sections and new distances that appeared. We will get to that small
problem in 1 second. Now first of all, let's
select one element. See what name does it have. We can see that Max is
creating the names in a row. Instead of attaching them by using click on every element, we will try to use the new
function, attach multiple. In this case, we will attach all these elements
are thin section. Let's adjust the same
section we think we will use the cylinder for example. Now, our weld problem here. First of all, let's, let's see
if our problem got solved. No, it didn't. These elements
actually jump because they got the handles, the bezier handles, if we
want to adjust it properly. That's why we are
actually converting our vertices at the
beginning to corner, They reset those angles. I'll select both vertices
and I'll press Weld. As you can see, we got
here also a problem. We had to convert
them initially. I'll switch off for
a second hour sweep. Let's create one more rectangle so we can actually replace
our initial rectangle. We distortions. I'll delete those segments
and we will apply our main. Let's bring this
part in its place and actually let's attach the
rectangle that we obtained. Well, we can say that
we solved the problem. The problem must be
solved in another way. This is only the beginning, but as I said, this
belongs to level three. Let's get to our for studio and let's try to
render our table. We've got a problem
with the pivot point. I'll bring it close
to our table. This is our detail
decoration part. Let's select our previous
object, and let's move it, this one as well. Let's adjust our Sand according to our scale. I'll get closer to our
windows so that adjusting, it's a bit more exact. Let's turn our reference
image and move it a bit back. And let's install our
table on our floor. Let's align our decoration part, our center and the align on the table, not center. Actually, let's
install it for now. Here we will see how it
will look in our render. We can actually use the center, but I will visually put our
decoration, for example. Here. It's not so important. The main part is how it
will look in our render. Now let's assign the
materials to our metal parts. Actually, we can use
the black plastic. Of course, it's not
plastic metal but we will use for now our plastic Let's
enable back our Spp. It's a painted black metal
but it will be for now. As I said, we will not
focus on materials and let's find some marble. Again, we don't have marble. The wood that we got there, it's a bit more intense. But anyway, we will
use the previous one. It should be close, at least. Well, let's try to
adjust a bit like this. We can leave it. It
was actually applied. Let's find a point of view. I would like to see
the reference as well, but the main object must
be in our main view, we something like this. Let's render. Let's
see what we obtained. This is actually our render. The render. It's
almost finished. I don't know. Maybe the marble
table looks a bit better. This one, It's not looking bad, but still I think
the marble table, it's a bit better. It looks a bit better. Let's try to create
the marble part. Let's see the difference. I've created this material. As I said, I don't want to get too deep into materials now. Create something to what
we see on our image. Let's see how it looks. The first one and
the second one. Yes, the marble part looks a bit better
than the previous one. It definitely does. Well, this is our object, so let's get to
the next homework.
32. 32 Homework 9 Connect copy: Let's get further. Let's try to model
the coffee table. We will use an instrument
called Connect Copy. First of all, let's load our image in the
same previous steps. A lot of models that use sections will have
some structures. This is one of the
instruments that can help us to create
structures fast. Again, our three
point part problem. We will skip this. You can see even
on the image that the part it's attached later. I mean the leg part, our connect copy works. For example, if we have a rectangle and we
will copy inside our spline this rectangle and we would have to connect the parts, the vertices between them. We would have to create lines. There is another
instrument that can do these faster connect copy. In this case, we can
create a structure. But keep in mind the previous. Yes, these parts, the previous
parts will not be welded. They will be only
visual attached. Well, not attached. Linked or snapped in the same points in
the same vertices. First of all, let's install our, our lower part of our
table on our zero line. Let's adjust the lower
part of our user circles so we can model these
lower golden parts. By the way, all the objects
belong to modern style, They all use the gold. That's why we got so
many golden objects. Next we have to create the legs. The legs should be at
one third of a circle. If we will use the part that
actually repeats the middle, then we will have to create parts that got an equal angle. Will divide our 360 into three. We will obtain 120
degrees for every part. Next, we will attach all
these parts so we can obtain the vertices in the same place where our lines
intersect our circle. Let's use our old
instrument, Cross, Insert. Keep in mind you will have
to use just a part of the instruments that we
actually got in our splits. I know there are a lot
of instruments there, but actually when you model, you'll see that you'll use only maybe a half of
these instruments. Let's turn on our in copy. First of all, I would like
to raise our upper part. We got here. One more problem. Where will this section go? In this case, we
use the zero line. We will actually use the lower
part of our upper circle. In this case, we will be almost 100% close to our
shape from our image. Let's use a bar
for our new shape. Next, we can actually
measure the thickness. So we can apply
the same distance. We have to be very close
with that distance. As I said, we will use a bar, so we will use the same distance for the length and width. Now we got one more problem. The parts that
actually were angled, the parts that were for angles are not turned according to our middle circle or our
center of our circle. We will have to
crack that manually. We will have to actually, there is actually an instrument called Bridge in the level three where we will
get to polygons. But in this case we
will turn that by hand. Here as you can see, we've
got the same problem. We will actually only drag our vertices so they visually connect as
close as possible. Let's try to select our Vertu if you can see the
polygons lower. If you can see the
polygons actually are arranged perfectly on
the lower element. That's why I said that
we will actually use bridge if we will have to do this using level
three instruments. But in this case,
we'll only adapt. Let's move it just a bit. We got the X, Xs. If we will try to turn, we see that we actually
got a problem. We will have to detach and turn. That's not the way, as I said, to do this, but in this case, using only our level
two instruments, just in this way. It's a more primitive
way, of course. But anyway, by the way, the
connection between those elements must be done
using the same instruments, bridge, weld, and chamfer. We got these instruments
here at level two, but they perform actually
at level three as well. Let's bring our vertex bit up. The intersection
between polygons usually form artifacts
in the render. These are, for example, noise or black dots and so on. That's why we are bringing
our vertices a bit up. We got the minimum and the last part, same thing
here, we have a problem. We got the same vertices that the same coordinates and
we will actually move. Let's move a bit of
our segment actually. And the lower parts of smell. Now, the marble part
of the white part. How we will adjust
it if our section is almost according to
our initial reference? First of all, let's find the
radius of our white part. We have to adjust
according to this height, this element very close. One more thing,
we have to adjust our lower part, our golden part. We got a bit too much distance between the edges of our
marble and our golden part. Let's apply a champ, for example. Like this. Visually it got the
roundness on the edges. It looks okay. And our
lower part as well. Let's apply the same chamfer on these parts as well. We will apply our chamfer again, the same problem. Let's move a bit our vertices, so they actually feet,
they got rounded. So we will lower them
a bit like this. You can actually see that in reality we got the same process. We got no perfect attaching
to our main circle parts. As I said, we are a bit
out of range just a bit. You can see here a small
distance and we will try to adjust x and y just. In this case we will
be a lot more closer. Just too much. Just a bit. Maybe like this. Okay, let's say selected. Then let's get to
our Forest Studio. Let's move our previous subject. I'll try to re scale our table. And that'll bring the image be in front so we can
see our reference. The table will get closer
to our reference image. Let's install the coffee
table on our floor like this. Let's install our details or
our decoration on our table. Maybe there should be a
coffee cup of coffee. But anyway, let's use the previous
gold material for our gold metal part. Actually, we can
use the same marble that we use for our
previous table only. We will have to adjust
it with UVW map. Let's turn to box. I think I will scale a bit. We can see actually a small transition
between our edges. Let's adjust our image. I will bring back our model. I would like to see
the reference as well. I will adjust a bit our
reference and the model in a way that we can see
them both at a time. Well, something
like this, close. Let's get vender and let's
see what we obtained. It looks fine. The denoiser again,
the problem parts. They are almost, maybe here we can see a
bit of a problem, but they are too small. As I said, we will
not crack this. If you can see the
reference as well, we will have to create the same thing that we see
on our reference image. Okay, let's get to
our next object.
33. 33 Homework 10 Divide Connect copy: Let's get to our next object. We will try to model this table. As you can see, we've got some legs that are equal
distance between them. Let's try to load our image. We will use for the image the same instrument that we
did in the previous lesson. We will use connect copy, but we will add as
well an instrument, a new instrument called divide. In a second, I'll show
how it will work. Let's load our image. First of all, let's take
a look at our image. Our table looks like a box only thing that the box edges do not
reach our zero line. I'll try to show this
principle on a rectangle. Let's convert the vertices. It's like a box with a fillet
applied on the corners. In a way we can say
that we should use the zero line that connects
our vanishing points. In this case, we will try to do this visually without
creating our lines. The second part, how we will
create all these elements. Let's create a line. We will try to use an
instrument called divide. How we can divide a segment, a line into equal parts. In this case, we
got an instrument did at the segment level. If we 0.1 segment, then our segment is
divided into equal parts. If we use two vertices, then our segment is divided into three equal parts and so on. But for our case, we will actually use three. We can obtain our
five elements there. Next, we will use the
connect copy in this way. This is the principle of how
we will obtain our legs. Of course, we can obtain these
using different methods, but this is one of the most easiest methods that we can use. Okay, let's create a
rectangle. Same process. Let's convert to spline. Let's find the
edges of our table. We can say that it's
somewhere here. I know it would be
a lot easier if we would draw these segments, but in this case we will do this only visual close and let's find the
width of our table. Something like this. I
think next we will apply or fill it first at
two points here. If you remember
obtain two points. That's why we'll have to
and then we'll have to weld can in one point in the end the same here
we'll have to fill it. And here we will have to, here we'll have to fill it. Then we will fuse and weld. Now how we can obtain
these equal parts. Now we will actually have
to install an object. We will use an object that will help us to create these parts. Let's appreciate visually
where it stands. We will use a line as well
to install this object. Right in the middle, there will be our segments
that we will actually cut and then divide
the same center will use, this is the center of our
table to create the parts that are along the length
of our table. Visually something
like this, I think. Let's attach these parts. Let's create actually
a copy in case we need some elements
in the process. Let's get to versus, let's use our well known
instrument, Cross Insert. So we can install
our points here. Then we will use these points to create the
connect copy our legs. Let's delete these parts that
we actually will not need. Let's divide these parts so
we can obtain equal segments. We will use our divide next. Let's select our lower part, our enable connect copies, so we can connect copy our legs. Let's install our part
here closest to us, edge as a reference, so we can find out the height between our
lower and upper part. Something like this. I think we don't
need these segments. Well, we are close and let's apply sep, we got a bar. The only thing that
we will have to find out the length that we
actually need to apply, that's the number that we need. And the same problem, the
three point connection. We will not get to
deep into these plans, the same process that lead
in their previous exercise. We can use adaptive
for our shape. We can actually use
the so called chamfer, the corner radius
for our section. In this way, we will apply some kind of chamfer
to our edges. Now these parts we
will have to adjust. Let's turn these elements. They are too visible. This problem is too visible. We can adjust same things that we did in the
previous exercise. I will create it in
a more faster way. We don't spend too
much time on this. The principle, I think
it's clear, as I said, we will have to use
Bridge Welch at level three to create these parts. Sometimes we'll have to use even cut depending what
method we will use. Let's visually adjust them so we obtain something
very, very close. Same process for all these legs. Now the black part, I think it's a black glass. At least it looks like. Let's select our and
we'll use the same shape. Extrude it and let's visually
apply the width that need the thickness of this black part. It's jumping. Let's input, now we
got a small problem. The black part, it's
not fitting perfect, the edge like here. Let's adjust that. We got a problem. We will have to switch
our pivot point. It's not in the center,
it's not equal. No, we will have to do this. Let's switch our pivot point and we will reset our skiing. Let's reset back to 100. And then we will
adjust in this way, it will be adjusted
equally from both sides. Very close. Same process here. Okay, very close. Okay, The same process with every single
vertex like here. We will have to raise
every single vertex. I will not spend the time here. We will just render
our object as it is. Let's say select it and
get to our photo studio. I'll move the previous subject, and let's bring go table
in our front view. Let's adjust our reference. Let's scale our table as well. I will see the reference of
the window and I'll try to scale something like this round 400, 450 millimeters. I think maybe 500. Visually. It's close align,
our decoration part. Let's install our
decoration on our table. Same process. Let's
assign the material. We will actually use this
black plastic for these parts. We will our previous gold material, our group. And let's find a point of view like this. I think like this. And let's render and let's
see what we obtained. Well, it looks fine. Let's get to our next subject.
34. 34 Homework 11 Divide Connect copy FFD: Let's try to model this table. We will use as well,
the divide function. And the connect
function, our table. We got a lot of legs. We will try to install
all these legs using our divide at equal distance. We will try to use connect to connect them with
the upper part. We've got a circle
at the lower part. The same circle will
be in our upper part. Then we will try to
rotate these legs. We can obtain the same effect
that we see on our image. First of all, let's
create a circle. This will be our bottom part. I'll raise just a
bit of our circle, so I can see the line. Let's adjust the distance
of our lower part. I'll adjust the radius
thing like this, and I'll switch back to zero. Now we can turn actually
the interplation on. That's because our object will not go further
than the level two. Now we will have to
divide all these legs. Actually, I don't know
how much legs we got. Let's try to end, for example,
between our vertices. I don't know, maybe 12. I think it's too much 11. Let's use connect.
It actually doesn't really matter the
exact number of legs. If you will model a real table, of course it will matter. In this case, we are doing just an exercise so we can
understand the principle. Now let's try to turn our legs. Let's try to apply
free form deformation. I think I have to
remove the selection. We can apply a free
form deformation. And let's try to
rotate our segments. We will try to repeat the same shape that
we see on our image. Well, something like this. I'll convert to spline. Next, let's try to
create the upper part, the wooden part, the table part. I'll select the spline. We will use this thickness
so we can this part. By the way, we got different
sections for these circles. That's why for the first
part we'll actually use one thickness
for the second one, for bunch of legs. For this bunch of thin legs, we will use another distance. Let's select these two circles. And let's detach them. We will actually apply the
sweep that we got here. We will increase the radius a bit so we can get the effect. The same effect that we have in our image and now
the wooden parts. Let's scale it a bit. Let's see how much. I think it's too much
a bit should reduce. We are close. Very close. Maybe just a bit. Yes, that's it. And let's extrude, draw Eric Jangle and see the
real distance that we need. One more time, depending the
scale that we are using. Now, we will try to adjust vigil something like this. Yes, that's closer. Let's apply a chamfer
to our table. And we'll actually increase a bit our chamfer And we will
have to add some segments. Well, something like this.
Let's get to our photo studio. I'll move the pious subjects and let's adjust our table. Our scale on the table, and the reference as well. Let's try to install
our table on the floor. Let's try to assign
materials to our table. The legs will be our well
plastic but it's actually black painted metal and here we will assign
our wooden part. We can try to use cylinder, we have to use cap. Actually, I don't really like the way how this
texture is applied. It's not texture correctly,
we got distortion. We all see this very
clear, the render. Let's set our table
on the floor. We will align the ration part. It seems like it's
not in the center. I think it's because of the
angle of those flowers. Anyway, I really like these edges. Let's try to apply. Actually, I don't really like those edges. Let's try actually
to apply unwrap. As I said, we will
not talk about these advanced instruments
here in this force, you can leave the
model like this. I will apply the
unwrap quickly so we can somehow correct
this texture. It will be visible,
very visible. Now Render, we'll
have to increase the angle so we can see
our legs that we modeled, and these edges will be visible. Let's correct them.
And let's hit render. Let's see what we obtained. Well, it looks fine. Let's get to our next object.
35. 35 Homework 12 Sweep Custom profile: This lesson, we will
try to talk about the custom profile or the custom section of
our sweep instrument. Let's choose from this library. I'll attach, by the way, the library, Let's
choose a section. This will be our baseboard
one for the ceiling, for example. We can pick these. Let's create a copy. Let's move them closer to our photo studio. First of all, we will
need the section. I'll delete the polygon part. I'll leave only our section. This will be our custom
section of the baseboard. How this custom section works. First of all, we have to create a path and the section
of it's already done. We applied section, this
was our first option. In this second case, we will
apply the second option. This will be our custom section. As you can see, by default, our path is set in the
middle of our section. So we can control these
using this rectangle. This will determine how our
section will be applied. Usually this edge belongs
to the edge of our walls. But in this case,
as we are talking about walls and baseboard, this is true for our
edges of our walls. I'll create just a portion. Just this section, of course, we will create for
our, all the edges. I'll try to show only this
example, one example. Let's create one more
copy for the upper part. First of all, we will select our path or the edge of our
lower part of our wall. And we will select the second
option, Use Custom Section. And we will choose Pick. And we will click on our
section of our profile. If you intend to
create interiors, it's a lot better to
use ready sections. In this case, we can also
mirror our section and we must find its place according
to the edge of our wall. Let's also assign a white
material to this baseboard. Now let's create the upper part. First of all, let's bring our upper part in
the higher point. Then the same process we
will apply sweep with our custom section
we got here extrude. And we will delete our extrude. We need only our section. Let's choose our path. Let's choose sweep.
And will we will choose our section
and we will create the upper part for the ceiling. Now we will have to adjust, first of all, we
will have to mirror. We will have to use the
upper part of our rectangle, as this is for the upper part
of our room, of our space. As you can see, we
created the second part. Usually you have to create these two parts for
every interior, of course, depending
what style you are using and this is the way
how we are using our sweep custom section.
Let's go further.
36. 36 Homework 13 Spline Boolean Union Substraction Intersection Lathe: Let's try to model this table. It seems like a table. I would like to show you
how our bulling instruments work at the levels plan we
also got at the object level. First of all about the models. The models are getting
complicated and we will have to use more
complicated instruments. First of all, that's not
the problem of using them, but the problem is
that we will have to use level three or
level four instruments. And that's not the
case or the topic of our course or this
course will be endless. Main fact is that
you will actually use not all the instruments
from this line, although we will pass all the instruments
in real practice. Of course, depending
what you are doing, you will use actually
one half of them. That's why while creating
this course step by step, I got to the point where models have to be
more complicated. But they interfere, as I said, with level three and
level four instruments. That's why I think we will
have to stop somewhere at this point as there is already
a bunch of information, a lot of information that
you'll have to learn and then apply and to practice
the future models. More complicated models perhaps, will be the topic of
our future course, next course, which will be our third part of
our full course. Okay, let's get further
with our model. First of all, I would
like to explain how our instrument bulling works. Let's create two circles. And we will convert
our first circle into a plan. We
will attach them. They need to be attached. And of course, they
have to be planners, so they can intersect
one with another. Then we will find our bulling. We got three functions,
we got union, we got substract, and
we got intersection. Let's choose, for example, the first one, the
union or weld part. In this case,
intersecting circles will be welded and they will create one piece in
the second part, the intersection will cut the first one from
the second one. I mean the object, the first object from
the second object. Depending what object
we are choosing, we can choose the first
circle or the second circle. The third option, the
intersection option, will create a shape that will be created at the intersection
of those two shapes, whatever the shapes are. In this case, let's
try to create this shape and we will
use this function. It will be a lot more clear when you'll see this in
a real example. Let's find our zero level, as you can see our table. Let's call it a table. It seems like a table. This table seems like a circle, but it also got some elements. Let's try to create these
elements using a star. I'll align the star. The visually we will
not count of course, but we will visually
try to adjust the stars so we can obtain
those elements there. We will adjust the
radius so we can obtain these angles closer to what
we are seeing on our image. And also we will increase
the number of our angles. Let's try to adjust them
according to our image. We don't know
exactly the number, but we can appreciate
it very close. Something like this, I think. Let's adjust a bit, the radius. Now let's use our function,
our bulling function. First of all, let's
attach our star. Now let's use our function. We will have to
extract the part, the inner part, so we can obtain this circle
with these edges. We've got some small
problems here. We will try to delete
these problems, the vertices from our circle, from our main circle. It will not affect
our main shape. Now we got some shape very close to a sun or something like this. First of all, we can select, we have a small distance
between the points, but we'll have to actually
get into the center. So we can select the inner part. The inner points part. Like this. We forgot
about this part. I am trying to find the
center of our shape. We can put it in the center so it will be a lot more easier. But I will not do. I'll create it here. Now we will invert our
selection and we will have to our edges on our image here. Let's chamfer now let's apply extrude and
we will give our shape. Our table, the lower table part. First of all, let's
find our height of our table jumps a bit. Let's find it
something like this. Now we will have to create this curve for the
leg of our table. First of all, when
we are creating curves, we need segments. That's why segments
to our extrude. And then we will apply
our reform deformation. And let's pick our upper part. Let's try to scale. In this
case we will obtain something like we will try to adjust
according to our reference. Well, at least we'll
have to be very close. We can actually adjust
the middle part, but maybe we will
leave it like that. Yes, we can leave it like that. Now, the second part. Now here interferes another
instrument we call lathe. I'll show in a
second how it works. Let's see how our lathe work. First of all, let's
say for example, we will create a section and we will apply lathe. We can interfere here, we can grab the axis, we have access to
our axis of the. Lathe. And what
it actually does, it takes the shape that we created and rotated according to these axis that we
can also control. We can weld the core
if we need also. We can flip our normals, depending how we are
obtaining our shape. In this case, we
will have to weld. So we can obtain a
shape that is closed. You can also rotate
on different axes. But in this case we will have, but in this case we will have to rotate with the first option, let's try to find the center of our upper part
of our table part. Next, let's align our points. By the way, this is a lot easier to do using the zero line, but as I said, I will not
move all the objects. Now, let's do it here. Actually, it's not
a big difference. And these two points also, they have to be aligned. But as we will use
fill it on them, it's actually very critical. If they are very close, let's use a curve
so we can create this round part at the lower part of the upper
element of our table. We will obtain the
profile of our table, of our upper part. We will apply Led. The half part, if we can say so, of our table, must be rotated according to
the central axis. The central axis of our table. First of all, let's
enable the weld core. And we will have to
weld the Tin like that. You will see it visually when
it is welded some segments. So we can obtain this round. And by the way, you can
obtain different shapes. But in this case, of course
we need a round shape. Let's align our table. Let's use man to maximum Z. And let's get to
our photo studio and let's see what we obtained. We can also use as always
some detail, some decoration. Let's move our previous object, our previous tab on. Let's kill our table. I think like this, for example. Let's kill the
reference as well. Let's align our books
or our decoration. I think I will turn
them so we can see the part from another angle. I know the table
is not so glossy, but I will not focus, as I said, on materials. Let's use our previous
black material. It will be enough.
Let's adjust a bit. Object and our reference. I would like to see them
both in one render. Let's scale a bit and
I think it's okay. We are close, It jumps, Okay, we are close. Let's hit Render. And let's
see what we obtained. We can see the reflections. It's a glossy table, but anyway, it looks okay. I think we did, okay. We are very close to the original one except
for the reflections. Okay, we will get to our last lamp that we
have on our main cover. This will be, I think,
the last object we will create in this course. Okay, let's get further.
37. 37 Homework 14 Lathe: Okay, let's get to
our last exercise. We will try to model this lamp. By the way, you'll have to model all these models by yourself,
like additional homeworks. And I think we will finish with this
model in this course. Of course, we will have to
model a lot of exercises. If we will continue, I think this is the
part of another course, but for now I think we have enough information so
we can say that we pass the beginner level and we
understand the core of how we can use the
splines in BDSMx. Okay, let's load our image
the same previous steps. We got a few shapes. First of all, we have a metal
or a part inside our glass and I think we can
use tomorrow part. Let's put our object
on our zero line. There is a bit of
perspective there. It seems like a one
point perspective. We will adjust it a bit later. S, I think we can
start with a circle. A lot of reflections there. Let's try to find the center and the radius of our circle. Something close. We also have this part. Let's try to mow it
using this line. It's a lot easier to
use the zero axis, but as I said, I will not move. Now all my objects, we will assign the coordinates
in the panel below. Let's choose. Well, let's actually turn that into a busy and let's see how
it will interact. We will need to
create that curve, actually I'll use a
fine, doesn't look well. Yes, maybe this is better. And I'll try to fill it, these parts as well. Now, our zero points as we said. Let's find the xs. I'll copy the coordinates. Like this. So we can
have the same axis. The points must be on the same coordinates
will be a lot easier. When we will use lay delay, we will need only Health I will delete half of
our circle and here we can use our instrument
cross insert and we can erase those segments. We could have used
three as well. One more thing, we will
have to weld our parts. Now I will have to
copy three copies. Now let's snap. And the third copy as well. We have a bit of offset here. I think we will have to
use reform deformation. First of all, let's attach all these parts and
we will adjust them. We'll drag just a bit so
we can match our circles. I know we distort the circle
in a way, but that's it. We will be very close. Now, these parts are not welded and we also
have the upper part. Let's as well. And same thing for the
coordinates for our points. We must close our glass part. Our points match the same axis. From there we can see only the Ron part
of the metal part. Actually, I will
use one more time. Free form deformation, so we can adjust all these
shapes together. Well, something like this. Now we will have to use the. Before that, I'll have to weld. So these pieces are welded
and form one blind. And we can apply
our modifier lathe. We have to move our axis and we'll have to weld
the core as well. And also we'll have to add segments we are close. Let's enable our weld core slip the normals so we
can have the polygons. Turned off it outside. And I will add segments
something like this. I think now the metal part of the chrome part, actually there is a space
for the metal part, but for now we
will not model it. Our glass will show our metal
using the transparency. Actually we can use La for
the lower part of our. We can use four segments. In this case, we will
obtain the lower part. I'll create the profile. Let's apply same process.
Let's weld four. And I'll drag our axis
so we can obtain, we've got to weld
Now I will switch to four segments and we will obtain our square glass
part, lower part. And we can actually
apply a chamfer here. Now there is a space there. This is the distort, the perspective
distortions of our race, this distance until we
reach our main glass part. In this way, we will actually avoid that distortion, that perspective distortion. Now we will need to
model that chrome part. We can actually move on the
same axis our glass part. And let's try to
model that part. As I said, we have
a space there, but we will actually
not model it. We can model it, but it's
just taking too much time. It's the same principle. It's not so important
for our ender. I think the main idea, how we can use our
instruments here, it's the same process. Let's try to create the profile, the lone profile, and actually I will use a
bit of a fill there. Again, let's drag our axis, Let's set segments,
and let's round our element on the image. Now this part, I think
I'll not bother as well, as we already
accomplish this task. I'll just borrow this
part from this lamp. In this case, we are trying
to understand the principle. I know those details as well are not present
for the lamp still. We will add them so we can
obtain additional details. And in this way our lamp
will look a bit better. We are, we cannot scale on free axis
using the projections, so we will have to
adjust just visually. Now, let's bring our first
elements back on their axis, on the zero part. Now this part will
be, as I said, inside the glass and
we will see actually that metal part. That part. Okay, let's get to our photo
studio. This is our lamp. I've pre created a material from the same material that we
have with translucency. I just changed the bit, the colors so that the material match the same color that
we see on our image. We will not bother, as I said, and we will not
focus on materials. This is a very big topic. We will just borrow
and be very close. We can actually use the table. Our lamp in this case is placed on some kind
of table or object. It's not natural lamp
laying on the floor. And also, I would like to borrow our light so we can
install it in the center. Let's move that decoration and we will install
our lamp there. Let's select the light as well, our group and we will
align the centers and then minimum to maximum xs. Let's see what we will obtain. We have a quite complicated
material on our lamp. On the reference lamp. As I said, I will not bother to just too much our material. First of all, we've got
translucency and our lamp, we have double sided
materials there. I will actually bring the intensity of our
light a bit down. Our color matches the same
color from the image. It distorts the initial color. We must change the
initial material, but as I said, we will not
focus now on the materials. Let's find a point of view. I would like to bring
our lamp a bit in front, but I would like to see
the references as well. Let's hit Render and
let's see what we obtain. Actually, I don't like glass. It's too reflective. I think the material as well, it's too crude, it's
not reflecting. I will change a bit the settings and also I will add some bump. Maybe this is a lot better. Yes, I think this
is a lot better. It's not quite the
same material, but it's, as I said, we will not focus on materials. This is our lamp we are at. Done. Actually, I would
like to say that we will have a small review of the instruments
that we didn't pass. Well, this is our lamp. I think here we will
stop for this course. This will be the last exercise. I hope we will create
some more exercises, but this will be the
part of another course.
38. 38 Conclusion: Finally, we got to the
end of this course. And we said that
we will talk about all the instruments that we
have at thepliance level. We said that we will use a more practical rather than
technical way of learning thepliance tools
and in the process of applying and practice
of those instruments, as this is the
main thing that we will obtain using these tools. Of course, we learn
the tools so we can further apply
them into our tasks. Although we didn't pass to more complicated
three D objects, you could have
watched that we did use only half of
those instruments, that's why there are a few
instruments that remained. I'll only mention them. Now you can understand the full list of
those instruments. But if we would follow
the same method that we use in this course to
learn the supplying tools, we can say that we would need a homework for every
single instrument. As only in practice, the instruments are
truly revealed. Now, the second moment is
that the objects that we are creating step by
step, more complicated. That's why we are constrained to interfere with level
three instruments. And that's another
big topic I've tried to show in this course
an overall general approach, how to use plians
from the start. But as our tasks are
getting more complicated, it's very hard actually to find homeworks that actually
grow in that complexity. But do not trigger the level three or even level
four instruments. That's why I think
for this course we can stop here as there is enough information
for the beginners to start to work
with this plians. It will actually
be more logical to pass before to level
three instruments, so we can understand the level two and level three bind only after that to continue to grow our complexity of suppliants. And of course, we should link all those instruments to real
examples, new homeworks. That's why for the end of this course I would
like to create a short general review of all the instruments of
the plans instruments. I would like to point out a few more instruments
that we didn't talk about. You can actually model
and without them, but it's okay to
know them as well. And we will try to create a logical finish of our
course of our suppliants. Okay, let's get to Max. These were the previous, the second part of our
instruments that we talked about. I'll create a copy of this line, it's like a finish point
for the second part. Let's talk about the general
points of this plans. We talked about the rendering, we talked about
the interpolation. Let's talk a bit about
the soft selection. It is used for more
complicated objects. I'll show the principle so you can understand how it works. Of course, it's a lot better to show that in real examples. Let's create, for
example, a circle. And I'll divide the
circle into many points. We must have many
points so we can understand the
principle, how it works. If I'll drag one point, you can see that the
point moves by itself. But if I intend to create
a soft transition, by the way the colors
mean the heat, where the red is the most of the power of that soft
selection it's applied. We can control that
soft selection by the pinch the bubble and the fall off that
you can see there. This is a to show in
real examples of course. But the principles of using that soft selection I
think will be clear. But these are the
general principles of that soft
selection instrument. We talked about the create line, we talked about brake, we talked about the attach. Let's talk a bit about
the cross section. This is a more
advanced instrument. It is used to create more
complicated objects. In a second, I'll show
you how it works. Let's create two lines. I'll attach them. If I do use cross section, the instrument
creates some surface. Actually, we do have
a surface modifier that will be further applied. It is used, as I said, for more complicated objects, and it interferes with
level four instruments. Next we have refine, we can add points. We also talked about
connect copying. We talked about weld and brake. We didn't talk about connect. It's another form of
connecting suppliants. We can connect the end points of the open spans or open segments. We can also use insert to add points in a more simple way. If we need, usually we will not use this
instrument too often. As if we are creating
interior design, we will have to stick
to fixed plans. Now the reverse and make. First, let's create
another line. I'll enable the
show vertex number so you can see the effect. We can reverse the
direction of this line. Again, this is linked to more complicated objects
where this function, it's actually
affecting the object. Now make first can
change the first point. This is very important
for sections when we use, for example, loft, it's like
a multi section sweep again. This is for more
complicated objects. We talked also about
all these instruments. We talked about building,
we talked about mirror, we talked about trim. By the way, we didn't talk
about extend, extend. It's an instrument
that you will use. It extends the line until the intersection
with another line, and trim actually
cuts that line. We have a bunch of a
few instruments there. We have a tangent, but again, this is again linked to
more complicated objects. Let's see how actually
this tangent work. We can actually copy the
handles, the busy handles. We actually have a
few more instruments there that we can use, but as I said, they
are of secondary use and all these instruments are better to see in real examples. Okay, I would like to thank
you all for this course, for attending this course. I hope it helps you to
understand this plans, to understand the principles, how we use lienDSm. Also, I do hope I will see you all at the level three course. That will be the next
course after this. Thank you and goodbye.