Interface and primitives in 3D max 2018 Tutorial.
This is an introductory lesson for the program 3d max. In it
you will learn a little about the interface of the program, the main buttons,
as well as learn how to create primitive objects. Everything is extremely
simple and easy ;)
I use 3d max 2018, but it does not matter if you have a
lower or higher version, there are not any big differences between the
versions.
This is how our workspace looks, these are four windows of
projections (you can change their number and location if you want).
1. Top (
front view ) 2. Front (front view or front)
3. Left (view from the left)
4. Perspective.
At the top of the screen you have the main menu and the main
panel , on the right - the command panel. On the command panel, we see several
tabs:
Create - Bookmark of creating all kinds of objects
Modify - Change the settings of the object and apply
modifications
Hierarchy (Hierarchy) - designed to manage communications;
Motion (Motion) - Settings of animation controllers and
motion paths;
Display - allows you to control the display of scene objects
in the projector windows;
Utilities (Utilities) - contains a variety of auxiliary
programs, most of which are plug-ins
The first Create tab also contains several sub-tabs:
Geometry (Geometry) - voluminous bodies (cubes, balls,
cylinders, etc.)
Shapes (Forms) - is intended for creation of lines,
NURBS-curves and two-dimensional forms
Lights (Light sources) - Objects for lighting a scene
Cameras (cameras) - cameras, are exposed in the scene, can
be animated.
Helpers - with the help of objects in this category, it is
much easier to design complex scenes and customize animations;
Space Warps (Volume Deformations) - includes objects
responsible for various types of distortion of the surrounding space;
Systems (Systems) - combines objects, controllers and
hierarchies, designed to create geometric bodies, united by a certain type of
behavior.
3d max create primitive First, create several objects.
To do this, in the right pane click
Create - Geometry - Standard Primitives - Box
and draw in the perspective window our box.
In the Creation Method tab, you can select the creation
method:
Cube - create a cube with equal sides
Box - Parallelepiped with arbitrary sides
The Keyboard Entry tab is used to create a box with the
parameters you enter. Where XYZ is the coordinates where you want to create a
cube, Length, Width, Height - appropriately long, width and height of the cube.
After entering the parameters, click Create and create a box
with the specified parameters in the specified coordinates.
The Parameters tab is used to change the parameters of an
already created box.
In addition to length, width and height, you can change the
number of segments in width, height and length (Length Segs, Width Segs, Heigth
Segs).
Try to create a box of arbitrary sizes and change the number
of segments. If visually you do not observe any changes, try pressing F4 - this
key turns on / off the display of the edges in the viewport.
The right menu was sorted out (it creates and edits objects
through it)
Now the top menu. There are various buttons for managing
objects:
select -
Highlighting.
select by name -
Allocation by name.
select form - Select
the shape of the selection area.
select - The object
is selected if at least part of it is in the selection area.
select - The object
is selected only when it all falls into the selection area.
Move - Moving along
the X, Y, Z axes.
Rotate - Rotation
along the X, Y, Z axes.
scale - Zooming on
the X, Y, Z axes.
mirror - Mirroring
the object.
Material Editor -
Editor of materials.
Render - Rendering
The navigation menu is located in the lower right corner:
zoom - Zoom (zoom in
/ out)
pan - Move (vvehp \
down \ right \ left)
rotate - Rotation
Crop - Changing the
viewing angle
- Expand /
collapse the window to full screen
Thanks for reading. tutorial done by Syed shakil from NBY IT Solution