3ds Max Speed Modeling for 3D Artists Flex your speed modeling muscles using 3ds Max Thomas Mooney BIRMINGHAM - MUMBAI 3ds Max Speed Modeling for 3D Artists Copyright © 2012 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: October 2012 Production Reference: 1111012 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-84969-236-6 www.packtpub.com Cover Image by Thomas Mooney ([email protected]) Credits Author Project Coordinator Thomas Mooney Joel Goveya Reviewers Proofreader Vincent Bourdier Jonathan Todd Conor O'Kane Indexer Hemangini Bari Acquisition Editor Wilson D'souza Pramila Balan Graphics Aditi Gajjar Lead Technical Editor Pramila Balan Production Coordinator Shantanu Zagade Technical Editors Zinal Shah Cover Work Shantanu Zagade Sharvari Baet Manmeet Singh Vasir Kedar Bhat Merin Jose Copy Editors Brandt D'Mello Insiya Morbiwala Aditya Nair Alfida Paiva Laxmi Subramanian About the Author Thomas Mooney grew up in New Zealand. He now lives in a jungle with squashed frogs, mosquitoes, and regular thunderstorms and power cuts. He is a lecturer in design and also works as an artist. You can learn more about his work at www.tomofnz.com. Tom tends to work, play, teach, and sit around all day with computers, and also likes to do comics, films, maps, screenplays, novels, storyboards, and iPad doodles. His book Unreal Development Kit Game Design Cookbook, Packt Publishing was published earlier in 2012. For my mother, a good, kind soul. I would also like to extend a hearty back slap to all my students for being the subject of numerous tests (of patience mostly) during this book's development. About the Reviewers Vincent Bourdier is a twenty-six year old developer who is French with a passion for 3D. After self-learning 3D modeling and programming, he went to the University of Technology of Belfort-Montbéliard (UTBM) in 2003 and received an Engineering degree in Computer Sciences, specializing in imagery, interaction, and virtual reality. Passionate about computer graphics and image processing, he remains curious about existing and new technologies in a lot of domains such as AI, CMake, augmented reality, and so on. He has been working as a 3D developer at Global Vision Systems (Toulouse, France) since 2008. He is now a Technical Leader on a 3D real-time engine. Global Vision Systems (http://www.global-vision-systems.com) is a software developer and publisher offering innovative human-machine interfaces for aeronautics, space, plant, and process supervision. I would like to thank my parents for their encouragement, even if they don't understand a word of my job, and my employers for the opportunity to live my passions and giving me challenges to meet. Conor O'Kane is a game developer and teacher from Dublin. He lectures on game development at RMIT University in Melbourne, in courses covering game design, low-polygon art, character modeling, and iOS game development. He has worked as an Artist and as a Technical Artist for console game developers since 1999, and has been producing his own games independently since 2007, primarily with the Torque 2D engine. He currently develops games for Windows, Mac, and iOS platforms. Conor lives with his wife and two children in Melbourne. When not making (or playing) video games, he enjoys practicing martial arts and learning to play the piano. You can download his free games and read articles and tutorials at http://cokane.com. www.PacktPub.com Support files, eBooks, discount offers and more You might want to visit www.PacktPub.com for support files and downloads related to your book. Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.PacktPub.com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at [email protected] for more details. 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Table of Contents Preface 1 Chapter 1: First Launch: Getting to Know 3ds Max 7 Quick start: Jump into making models 8 Getting to know the User Interface 12 Default and custom UI schemes 17 Switching UI presets 17 Making changes to hotkeys 18 Customizing the Quad menu 20 Making changes to the view layout 22 Deciding on the best view navigation 23 Pan, Orbit, and Zoom 24 Navigation with the ViewCube 27 Making adjustments to the ViewCube display 27 Navigation with the Steering Wheel 28 Using the Steering Wheel 29 Displaying your model for modeling 32 Model display 34 Setting scene units 37 Searching for content in the scene 38 Creating your own selection sets with Named Selections 40 Common changes to 3ds Max default preferences 42 Determining the hardware shading settings to use 45 Summary 45 Chapter 2: Model Shakedown: Make 3ds Max Work for you 47 Setting filters in the Display panel 48 Display panel filters 48 Hiding and freezing objects 49 Display Properties 50