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Chapter 6- Primitive Modeling in 3D Studio MAX ( 3ds max ) (Tutorial / Lesson on primitive modeling in 3D MAX)
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Author - Saju Asokan
Last Updated: Aug 02 2008
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Head
 
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.
3ds max tutorial primitive modeling

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.

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 ).

3d max tutorial free basic modeling
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.

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.

3d max modeling tutorial
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 ).
3ds max modelling tutorial duck head
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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