Tuesday 19 November 2013

Modeling Midterm



Dalila Sha'irah Binti Abd Halim
D20111047292


1.

Firstly before start modelling process, we must get the blueprint images that from front view, side view and back view. Go to adobe Photoshop to make the image more clearly by editing the contrast and resolution of the image. Before start the modeling in 3ds max, must check the resolution and size of the image. Image must be in Jpeg, PNG or Tanga format. Build a plane in 3ds max. Clone it to another 2 plane to make side and back view. For front and back view, make it back-to-back. For the side view, just rotate 90 degree via z-axis. To insert the images to the plane, click on the plane in this project. Then, press M, it’s a shortcut key to the material editor. Next, there’s will pop up a small box on the project choose diffuse, click on it. Then click bitmap. And the image will map on the sphere in the material editor. Then, make sure the plane is selected, click the mapped sphere in the material editor, click show shaded material in viewport and click again assign material to selection. Then the plane will mapped with the. Do the same for method for the other plane. Then you can start your 3ds max project.

2.

Three methods of modelling that I use in the task is using a line that need me to use extrude method to get the line expand to the shape that I want to make. Secondly, I use basic shapes in Extended Primitives selection and Standard Primitives selection such as capsule, cylinder and tube. All must convert to editable poly and then I adjust it using edged and vertex selection. Another than that to adjust the smooth of the shape go to modifier list and apply TurboSmooth. I also used chamber method to make the side of the line smoother.

3.

To make a texture of the model used the same method that applied like in the first step to map an image into the plane. Click M, it’s a shortcut key to the material editor. Next, there’s will pop up a small box on the project choose diffuse, click on it. Then click bitmap.  Choose the color from the image that was saved in sceneasset and the image will map on the sphere in the material editor. Then, make sure the plane is selected, click the mapped sphere in the material editor, click show shaded material in viewport and click again assign material to selection. Then the part of the robot that selected will mapped with the color that we assign just now. Do the same for method for the other part.

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