Friday, December 27, 2019

3ds max Polygon Modeling Creating doors

3ds max Polygon Modeling Creating doors



3ds max Polygon Modeling Creating doors We might draw it on some crazy direction, but the rotation will still read zero. And that, in turn, means that we can't effectively fix an incorrect door orientation by changing the rotation value, and that, in turn, means we need to create the door very precisely to begin with. And likewise, if we don't create that door precisely, the length dimension or the width here won't be correct, and the door won't fit into the hole. And in this case, we need to make sure that the Y position of the cursor matches precisely when we make our first two clicks to determine the width of the door. So the Y dimension here needs to equal the Y dimension over here. All right, so let's go now and create our door. Doors are found in the Create panel under Geometry, and from the pull-down list, we can choose Doors. And there are three types, Pivot, Sliding, and Bifold. This will be a pivot door, so we can click on that button. And then as we move the cursor around, we can see the values changing in the transform type in area down here. So move over to one side of the door here, and when the cursor reads out an X value of 600 centimeters and a Y value of 150 centimeters, then click and hold the mouse button down and drag over to the other side, and then watch that readout until the X value equals 600 centimeters and the Y value equals 300 centimeters. Then release the mouse, and we've set the width of the door. Move the cursor without holding the button down, and we're setting the depth of the door. The actual depth amount is not important at this point because we can change it later. But we want to have some non-zero depth amount. Click the mouse button once, and that sets the depth. And once again, without holding the mouse button down, move the cursor, and we can set the height. And again, the actual height doesn't matter at this point because we're going to change it later. So click once again to complete that door, and then right-click to exit door creation. With that door still selected, we can go to the Modify panel and change up its parameters. We already have the correct width of 120 centimeters. Let's set the height to 200 centimeters, and that will fit it precisely within the hole here. And I can orbit around, take a look at the backside here. And the depth parameter is actually quite important because the door itself is offset from the object's pivot point by the depth distance. And I want to set this up so that I can actually rotate the door if I want, or I could use this open parameter here. I can click and drag on that spinner and open the door up procedurally, and we can see that it's swinging in the wrong direction. We can fix that by just enabling the flip swing option there. Okay, if we get in closer, we can see this axis tripod indicating the pivot point of the door primitive, into the correct position, so I'll tumble back around to the front and grab the Move tool. And I can bring that forward using the snaps, and I just want to make sure that it has an X position value of 600 centimeters. Another artistic parameter here is the door panel, and for this modern office, I don't want any door panels. And back in the parameters for that pivot door, I can set the Panels to None. And now, it's essentially a box. But if we rendered this now, we might not even see that there is a door at all because the edges are lining up perfectly. The walls and the door are touching precisely on three sides. And we can help that out and make that door more visible and more realistic by just chamfering the edges of the door. And so that we can see it better, let's turn on Isolate Selection, and then with that door selected, go to the Modify panel and add a Chamfer modifier. And with that chamfer added now, we can see that we're getting rounded edges here. I want some basic chamfered edges rather than these rounded filleted edges. In the Chamfer Options here, we can scroll back up to the top, and we've got Corner Options. Set the Mitering type to Tri or Triangle. And now, I've got some nice chamfered edges rather than filleted or rounded edges. I want to reduce the Chamfer Options amount to 0.3 centimeters, and now, I got a little bit of a chamfer there to catch the light. Very good, we can turn off Isolate Selection. And to help this out even more, we can actually create a gap around the door. Let's make a one millimeter gap all the way around. And to do that, we can go back into the Boolean. The wall east object here is a Boolean, and we did that in a previous movie. Let's just select that door east, and we can see here that we've got a Boolean object with some operands. And to make this very clear what's going on, let's look at this in a orthographic view. Alt + W to go to the four viewport layout. Go over to the left view and right-click in that view, and then Alt + W again to maximize it, and use F3 to go into Shaded mode, and get in really close on that corner so that we're down to a sub-one centimeter value. All right, so there we go. This grid line is one centimeter, and we want to make the box operand a little bit larger. So we can go over here to our operands and select one of these boxes in the operand area, and then it's displayed in the modifier stack as a sub object type. And we can select it there, and we'll get a typology warning, but we're not actually going to be changing the structure or typology here. We're just going to change the dimensions a little bit. So in this case, we're not going to have any adverse effects from this.