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Arch 427 Advanced Architectural Computing

Fall 2011 Class-09


3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

Extrude

STEP 01: open the class-08 3ds Max file _ select


the ellipse _ command panel / modifier list _ select
Extrude _ set the extrusion Amount: 400 _

1
STEP 02: with the perspective viewport current
press the F3 key to toggle to wireframe _ set the
segments: 6 _ (notice: the tower is now vertically
divided into 6 equal sections)

Taper

STEP 03: command panel / modifier list _ select


Taper _ under Parameters set the Curve: = 2 _
set the Amount: = -0.3 _ re-name the Ellipse to: 3
Tower Skin

STEP 04: Ctrl +V _ select Copy from the clone


window _ name the copy: Slabs Mesh _ click OK

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 05: right-click & select Hide Unselected


from the flyout _ delete the Taper modifier _ set delete
the Height Segments: = 20
modifier
7
Edit Mesh 5
STEP 06: command panel / modifier list _ select
Edit Mesh _ click on the + to expand Edit Mesh
_ activate Edge _ from the main toolbar change
the selection type to window _ while holding the
Ctrl key use a window selection to select each
Horizontal edge excluding the top 2

STEP 07: scroll down in the command panel _


click on Create Shapes From Edges _ re-name
it Floor Slabs _ click OK _ de-activate Edge _
right-click _ select Hide Selection from the flyout

Extrude

STEP 08: select the Floor Slabs _ command


panel / modifier list _ select Extrude _ set the ex-
trusion Amount: 1 _ change the height segments
to: 1

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

right-click
Topics Covered on Taper
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 09: right-click & select Unhide by Name _


unhide Tower Skin _ select Tower Skin _ in the
modifier stack right-click on the Taper modifier &
select Copy _ select the Floor Slabs _ command
panel _ right-click on the extrude & select Paste
Instanced
right-click
STEP 10: select the Tower Skin _ Alt+ X to turn on Taper
on X-Ray mode
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Slice

STEP 11: command panel / modifier list _ select 9


Slice _ click on the + to expand slice _ activate
Slice Plane _ move the Slice Plane to the top of the
tower & rotate as shown in the step 19 Image

STEP 12: under Slice Parameters _ check on


Remove Top _ de-activate Slice Plane _ unhide
all _ delete Slabs Mesh _ Ctrl +S

10 12 3
Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 13: select Tower Skin _ Ctrl+V _ select


Reference _ name the reference: 13
Tower Skin Structure _ click OK

Edit Poly / Topology


15
STEP 14: command panel / modifier list _ select
Edit Poly _ below the main toolbar from the rib-
bon click on Polygon Modeling _ select Generate
Topology

STEP 15: from the Topology window click on the


Diagonal Grid

STEP 16: click on the + to expand Edit Poly _


activate Polygon _ Ctrl+A will select all of the
polygons

14
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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 17: scroll down in the command panel _


under Edit Polygons click on the settings button
for Inset _ set Inset Type: By Polygon _ set Inset
Amount: 6 _ click OK _ press the Delete key

Shell

STEP 18: command panel / modifier list _ select


Shell _ (note: the shell modifier extrudes in two
directions) _ set the extrusion amount = 3 in both 19
directions 17
Mesh Smooth

STEP 19: command panel / modifier list _ select


Mesh Smooth _ set the Subdivision Method: =
Classic

STEP 20: scroll down _ under Parameters reduce


the Strength: = .1

18 20 5
Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

Output

STEP 21: command panel / create / cameras / 23


Target _ click hold & drag in the top viewport

STEP 22: command panel / modify _ set the lens


to 28 mm ag
dr
&
STEP 23: right-click in the perspective viewport _ ld
type C on the keyboard ho
k
ic
cl
STEP 24: from the main toolbar click on the first
teapot (render setup) _ under Output Size set
the Width = 500 & the Height = 800 _ click on the
Lock _ click on Force 2-Sided
21
Ctrl + S

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 25: Shift + F (show safe frame)

STEP 26: move the Camera to a world Z: 40 _


move the Target to a world Z: 100

STEP 27: from the main toolbar click on the Last


Teapot (render)
25
STEP 28: select the object named Structure _
move the camera
27
type shortcut M to bring up the material editor _
click on Get Material

move the target

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 29: from the Material/Map Browser _


double-click on: Arch & Design
29
STEP 30: click on Assign Material to Selection _
rename the material to: Metal _ re-render _ (notice 31
the metal material was also applied to the surface)

STEP 31: from the material editor menu click on


Options _ un-check Propagate Materials to
Instances (& references)

STEP 32: select object Surface _ make a new


material _ assign it to the selection _ name it:
Glass _ under Templates _ select Glass (Thin
Geometry)

assign material

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 33: Render

STEP 34: select object Tower Skin _ right-click


in the viewport _ select Hide Unselected from 33
the flyout _ Alt+X (turn off X-Ray Mode) _ make a
new material _ assign it to the selection _ name it:
Metal Cutout _ click on Show Map in Viewport

STEP 35: scroll down in the material editor _


Under Special Purpose Maps click on None for
Cutout _ double click on Bitmap _ browse for
Metal-Cutout.jpg

STEP 36: in the material editor under CoOrdinates


_ uncheck Use Real-World Scale

35

show map in viewport

34
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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 37: command panel / modify _ frmo the


modifier list add a UVW Map _ set it to Box _
Uncheck Real-world Map Size

STEP 38: notice the orange UVW Map bounding


box

STEP 39: set the Length, Width & Height = 50

STEP 40: in the material editor click on the pull


down menu & select Metal Cutout to go to the
main page

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37

UVW

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 41: click on the Diffuse Color _ set it to any


color _ click OK Diffuse color

STEP 42: right-click in the viewport & unhide the


Slabs _ select Slabs _ in the material editor get a
new material _ assign it to the selection _ name it:
Slabs

STEP 43: right-click in the viewport & select


Unhide All _ select the object Tower Structure _
assign it the metal material _ change the Diffuse
Color of the Metal

STEP 44: make top viewport current _ command


panel / create (first tab) systems (last button below 41 43
tabs) _ click on Daylight

click Yes in the pop-up window

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 45: click and hold in top viewport to create


compass size _ release mouse button _ click NO 47 create a box
_ move mouse to position the height of the sun _
click to end

from the command panel click on the modify tab


(second tab) _ change the Skylight to IES Sky

STEP 46: render

STEP 47: press 8 on the keyboard _ from the 45


Environments & Effects window change the
Background color to White

STEP 48: create a Box for a ground plane as


shown in image 28 _ re-render

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Arch 427 Advanced Architectural Computing
Fall 2011 Class-09
3ds Max 2

Topics Covered
Conceptual Massing _ Extrude_ Bend _ Taper _ Edit Mesh
_ Slice _ Topology _ Mesh Smooth _ Output _ Cameras _
Output Size _ Materials _ Cutout Map _ UVW Map _ Daylight
_ Render Blowup

STEP 49: from the main toolbar click on the First


Teapot (render setup) _ set Area to Render to :
Blowup

STEP 50: set the Height = 2000 pixels

STEP 51: set the size of the Blowup window as


shown in image 31

STEP 52: Render _ save the image as your:


initials-class-09.jpg
49 51
Ctrl + S to save the MAX file

Class Assignment 09:


Create one 800 w x 600 h pixel jpeg that has:
a plan, elevation & 3D view
labels & descriptions
Arch 427
Your Name
Class Assignment 07

Homework Assignment 05:


Using the Class-08 & 09 tutorials; design and
create your own conceptual project. Your project
should have floor slabs & a skin component

Create one 800 w x 600 h pixel jpeg that has:


a plan, elevation & 3D view
labels & descriptions
Arch 427
Your Name
Homework Assignment 05
Before next class upload Class Assignment 09
& Homework Assignment 05 50 52 13

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