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Friday, October 17, 2008

Glass Canon



In this tutorial, we are going to see the basics of 3D Studio Max by AutoDesk. Here, we are going to create simple geometry and apply lights and materials to render out a beautiful effect.

This is inspired by Canon (O2 Version) an illustration for a song in O2Jam where it shows 3 balls in it.




All right, lets start off.



1) This is our workspace for 3D Studio Max, or we can just call it Max.

No. 1 is our viewport. By default they have Top, Front, Left and Perspective. No. 2 is create tab where mostly everything was created there. No. 3 is basic shapes where we are going to use later. No. 4 is Select tool, which is quite important too.

The other function I will see to it later in this tutorial as we move on.




2) Creating Shapes

First we create a box by picking the Box function at No. 1. To put the box in, we click on No. 2, drag to No.3 and let go. Then we pull the mouse cursor to No.4 for the height.




3) Then we draw a sphere. Choose the Sphere button click on No.1 in the Top Viewport. Drag to No. 2.




4) We are going to copy another 2 sphere out.

First, choose the move button at No.1. Then select your sphere at No.2. Press Shift + Click + Drag to a new position. When you let go of the mouse, a window will appear. Choose Copy and click OK.

Repeat for another sphere from either one.




5) We need to align the sphere on the box.

First, select all the sphere using Select Tool. Then click on the Align Button on No.3. Click on the box, then immediately a window will pop out. Choose only Z position like No.5. Pick Center, Center, and apply.




6) Next, to put the balls on the box.

Click Minimum and Maximum, then you are save to click OK.




7) Move the spheres up a bit because the sphere is actually intersecting the box.

Select the spheres and move them on the Y axis on Left Viewport with the Move Tool. Adjust the position of spheres according to your liking.




8) If the box is too small, we can scale it to become bigger.

Choose Scale on No.1, next click on the box. To make the box wider, remember to only scale the XY plane like in the picture.

No.2 is actually a way to change from viewport to viewport without losing your selection.




9) Set your View.

Use the arc rotation on No.1 and you can click and drag in the middle of the yellow ring to change your final view for the picture you wanna make.




10) After adjusting the spheres positions, the size of box, the view, this is my current view. I forget to mention that the box and sphere by default can be any color.




11) Now to apply materials.

Click on No.1 to bring out the Material Editor window. Choose our first material in the first box for glass spheres. Click on Standard at No.3.




12) Choose Architectural rather than Standard for our glass spheres. Click OK.




13) Now, pick Glass - Clear.




14) Click on No.1 to bring out the Color Palette. Drag the tab to produce White Color. After that, click OK.




15) To assign Material to Object.

Select the spheres and click on Assign Material to Selection.




16) Now for our Box, Choose the second slot. Use Architectural too, but now use Glass - Translucent. Click the None on Diffuse Map.




17) Choose Checker.




18) To set the tiling, we use 4 and 4 for both U and V. You can see the effect at the slot above.




19) Assign this material to the box. To get back to the architectural window, click Go To Parent.

To view the material in our Viewport, Click on Show Standard Map on Viewport button, two buttons to the left of Go To Parent button.




20) Now, we are going to put in some Lighting.

Click on No.1 to bring out the Lights Tab and choose Omni.




21) Place the light on average height on the Front Viewport.




22) Click the Select Tool, then Select your Omni Light we just place.

Click on Modify, No.2, then, click on Add Intensity/Color/Attenuation. You can pick the color of your light. As for here I use cyan. You may adjust with the setting to your liking but make sure its not too bright.




23) After adding our material and light, this would be the current view. We are ready to render.




24) Click on Quick Render to render the default size. Can't find the render button? You need to click and drag the tab to the left to see it. After the process is finished, click on Save to save our work.




25) Choose your name and file type and click Save.




26) This is what we get. Wait, why isn't the reflection clear as the first picture shown? We will get to it later.




27) If you want to set your size of picture, choose to Render rather than Quick Render. Adjust your setting favoured and Render.




28) Now, to get the reflection, bring out the Material Editor.

Click on the Second slot which is the slot for the Box, Choose Standard rather than Architectural.




29) Scroll your window down and Choose Checker for Diffuse Color. Repeat like mentioned above.

And for Reflection, choose Flat Mirror.




30) As you choose Flat Mirror, this window will come out, tick on Apply to Faces with ID : 1. Then we are done. Render again.




31) In this, I have changed the color and position. End.


Tips: You could try adding shadow to your object in the Modify Tab for your selected Light.


Temporary40.

4 comments:

BabySiiaOzz said...

nice ^^ but the floor tiles not so nice ><

Anonymous said...

thanks for that, was nice and helpful seeing as i had never used materials before, turned out great :D

Anonymous said...

:) thank you so much. i would get big grade for this. haha. thanks a bunch. :] i did my version. thank you for the idea. ^^,

khinhooi said...

welcome !!