| Refining
the beak in 3D Studio MAX ( 3ds
max ) - Tutorial / Lesson |
The
side view of the beak now
looks satisfactory. Let's
move on to the top view
in 3D Studio MAX ( 3ds max
). The top view of the beak,
should now look like that
in the figure. |
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From the top view itself it
is quite obvious that the control
points are now scattered a bit.
In such a situation, it is advisable
to collapse, the modifier stack
in 3D Studio MAX ( 3ds max ).
Collapsing the modifier stack
removes the history of modifiers
that has been applied on the
base object (sphere), while
retaining the new shape of the
base object. Once the modifiers
stack is collapsed, you cannot
access the control points of
the FFD since the modifier has
been removed. Only the effect
that the modifier has caused
remains. It is not mandatory
that you should collapse the
modifier stack in 3D Studio
MAX ( 3ds max ). You can apply
a new FFD on top of the current
one. But for now let's collapse
it.
Right click
your mouse inside the
modifier stack, and
from the menu that appears,
choose Collapse all.
A warning message might appear.
Click yes to proceed. This collapses
the modifiers stack in 3D Studio
MAX ( 3ds max ), and the beak
is now just an editable mesh
with all the history information
removed.
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Now with the beak selected
in the 3D Studio MAX
( 3ds max ) scene ,
add a new FFD by choosing
FFD 3 x 3 x
3 from the
Modifer list. This gives
you a fresh FFD to work
with. Choose Control
points as the
sub component selection
mode, after expanding
the plus symbol to the
left of the newly added
FFD (or you can
double-click on the
FFD in the modifer stack).
Now move the control
points in the
Top Viewport
to the positions shown
in the figure. An easier
way to get the result
shown in the figure
is to use the
scale tool in
3D Studio MAX ( 3ds
max ). Select a vertical
line of control points,
and using the scale
tool, scale them so
that they comes closer
or farther. For example
selecting the vertical
set of control points
at the right most end,
and scaling them moves
them farther apart.
Conversely, you can
scale down so as to
converge the selected
control points in 3D
Studio MAX ( 3ds max
).
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| This
completes the duck's beak. Now let's
modify the shape of the head. |
| Modifying
the Duck's Head in 3D Studio MAX
( 3ds max ) - Tutorial / Lesson |
Double-click on the current
FFD applied on the beak in the
modifier stack, so that it turns
from yellow to grey. This unselects
the component mode of the FFD
in 3D Studio MAX ( 3ds max ).
Then only, we can choose another
object for modification.
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Now
click on the larger sphere
in the viewport to select
it, and from the modify
panel, inside the modifier
list add a new FFD 3 x 3
x 3. Double-click on the
new FFD in the modifier
stack to make the control
points active. Move the
control points in the Front
viewport to the
positions shown in the figure.
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Now
that the side view of the
head is complete, let us
modify the front view of
it. The front view of the
head is available in our
Left viewport.
(There is mismatch between
the viewports and the views
because we started by modeling
the side view of the beak
in the Front viewport).
Inside the Left
viewport in 3D
Studio MAX ( 3ds max ),
move the control points
to the positions shown in
the figure. Selecting the
horizontal row of control
points and scaling them
will give you the required
result in 3D Studio MAX
( 3ds max ). |
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Save the scene as 'int-lev2-toyduck.max'.
Let's continue with the duck
in the next page>> of
this tutorial. |
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