Release date:2017, January 4
Duration:02 h 38 m
Author:Joel Bradley
Skill level:Intermediate
Language:English
Exercise files:Yes
Hard surface modeling is all about designing man-made objects: machines, vehicles, tools, weapons, and so on. Because the edges and angles are distinct and the surfaces are typically smooth, there are many opportunities to use 3ds Max’s built-in tools to make your modeling process more efficient. 3ds Max: Hard Surface Modeling Basics helps you learn the tools and techniques to model a high-poly mesh—in this case, an old deep sea diving helmet and shoulder guard—as quickly and efficiently as possible. The assets you produce as a result of this course can be used in games, product visualizations, and more. Join Joel Bradley as he shows how to set up your environment for maximum efficiency and use a variety of techniques to execute the final design, including spline modeling, welding, component modeling, extruding from primitive objects, cutting, and box modeling. Plus, learn how to use the power and flexibility of the modifier stack to refine your hard surface models.
Topics include:
Modeling with splines
Creating a working grid
Duplicating and welding components
Extruding complex shapes from components
Building shapes with primitives
Applying subdivision creasing
Box modeling
Table of Contents
Introduction
Welcome 2 m 43s
What you should know before watching this course 45s
Using the exercise files 1m 1s
Setting up the 3ds Max project structure 2m 50s
A quick word on gamma and unit settings 2m 55s
3ds Max customization tweaks 4m 37s
1. Modeling with splines
Creating the breastplate spline 6m 22s
Setting up the polygon faces 3m 6s
Extrudes and Spherify 4m 32s
Creating crease sets 4m 1s
2. Creating Complex Shapes from Components
Creating a working grid 2m 42s
Setting up our screw component 4m 27s
Duplicating and welding the components 3m 35s
Creating the cap with good topology 4m 58s
Extruding the thread 3m 46s
Cleaning up the thread 4m 10s
Smoothing the thread 3m 21s
Distribution 3m 41s
3. Building with Primitives
Creating the base cylinders 4m 44s
Extruding with splines 4m 41s
Adding detail: Part 1 5m 11s
Adding detail: Part 2 5m 45s
Creating the clamp holes 7m 9s
Applying subdivision creasing 3m 20s
Screw crease fixes 3m 48s
Insert subdivision 2m 45s
Valve subdivision 3m 4s
4. Modeling with Edge Cuts
Creating the stencil 3m 51s
Positioning the stencil and prototyping 2m 33s
Making the cuts 4m
Cleaning the topology into quads 3m 12s
Extruding the shapes 4m 42s
Creating crease sets 2m 55s
5. Box Modeling
Creating the sphere 2m 45s
Applying the chamfer 3m 46s
Adding subdivision 2 m 47s
Creating the port guard base geometry 3m 54s
Adding the screw hole 4m 25s
Duplicating the mesh 2m 7s
Cutting and welding 4m 15s
Adding subdivision 3m 6s
Creating subdivision creases 4m 20s
Conclusion
What’s next? 1m 57s
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