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Thomas Mooney

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Beschreibung

Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital. This book breaks down speed modeling workflow in 3ds Max into stages you can easily achieve, with a focus on hard surface modeling and methods you can apply to your own designs."3ds Max Speed Modeling for 3D Artists" will help level up your 3D modeling skills. It focuses on hard surface modeling, and shows the range of tools and techniques in 3ds Max 2013.This book shows content creation methods aimed at 3ds Max modelers preparing to show their skill to the industry. The key feature of modeling that artists must exhibit is speediness while preserving technical accuracy. The author helps you follow set project guidelines while pushing creativity and outlines the entire workflow from concept development to exporting a game-ready model.The book begins with introductions for new users to the interface and modeling tools, and progresses to topics aimed at users already familiar with 3ds Max, who want to improve their content creation process. You'll also see ways 3ds Max content is used with other applications, like sculpting software and game editors, and learn features of speed modeling, efficient workflow, re-use of content, and tips on getting more done, more quickly.By the end of this book you will have learned key topics in modeling, ready to face professional level work with elan.

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Veröffentlichungsjahr: 2012

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Table of Contents

3ds Max Speed Modeling for 3D Artists
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. First Launch: Getting to Know 3ds Max
Quick start: Jump into making models
Getting to know the User Interface
Default and custom UI schemes
Switching UI presets
Making changes to hotkeys
Customizing the Quad menu
Making changes to the view layout
Deciding on the best view navigation
Pan, Orbit, and Zoom
Navigation with the ViewCube
Making adjustments to the ViewCube display
Navigation with the Steering Wheel
Using the Steering Wheel
Displaying your model for modeling
Model display
Setting scene units
Searching for content in the scene
Creating your own selection sets with Named Selections
Common changes to 3ds Max default preferences
Determining the hardware shading settings to use
Summary
2. Model Shakedown: Make 3ds Max Work for you
Setting filters in the Display panel
Display panel filters
Hiding and freezing objects
Display Properties
Object Properties – Show Frozen in Gray
Freezing objects via Object Properties
Object Properties – Animation trajectories
Toggle trajectory
Object Properties – Render properties
Disabling shadow casting
Moving and rotating objects using pivot controls
Pivots
Local, Screen, and Pick spaces
Changing the axis direction of the gizmo
Cloning objects: Instances, References, and Snapshots
Adjusting Instances
Capturing a Snapshot
Adjusting modifiers in the viewport
Assigning a single Turbosmooth to all your models
Selecting objects that have a certain modifier
Setting different modifier attributes for views and rendering
Organizing a scene using Groups
Group functionality
Importing models
Using a template scene including lighting, turntable camera, and render settings
NVIDIA iray ActiveShade rendering
Summary
3. The Base Model – A Solid Foundation in Polygon Modeling
Introducing the project
Adding image reference
Viewport image planes
Forming the base model
The Quad menu's editable poly tools
Setting values with the Autodesk style caddy
Fitting the model to the artwork
Generating round forms from quad-based geometry
Detaching and attaching parts of a model
A preview of a sculpting workflow
Summary
4. Mod My Ride: Extending upon a Base Model
Marking Poly Loops
Soft modeling
Soft modeling with Soft Selection
Soft modeling with the Shift brush
Soft modeling with Free-Form Deformations
Relaxation techniques
Using Poly Select to apply modifiers to Sub-Object selections
Generating shapes from edge selections
The Lathe modifier process
Shape construction and interpolation
Comparing the Sweep modifier with the Loft object
Smoothing Groups
Generating model forms using Cloth
Setting up the Cloth modifier parameters
Summary
5. The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Spare parts
A Greeble factory
Getting started with Greeble
From primitive origins...
…Into outer space
A star ship construction walk-through
Summary
6. The Cutting Edge: A Closer Look at 3ds Max Polygon Tools
New modeling and UI features in 3ds Max 2013
Camera movement while a Cut operation is live
Customizable Workspaces
Tabbed Layouts
A gradient for the viewport background
Interoperability with AutoCad
Sub-Object level editing tools via the Ribbon
Getting started
Edge loop selection and growth
Loop mode and live select mode
Dot selection, growth, and Step selection
Sub-Object editing in Manipulation mode
Joining objects
Creating and cleaning Booleans
ProBooleans
Ribbon tools
Paint Connect, Vertex, and Distance Connect
Freeform: Shift
Freeform: Optimize
Summary
7. The Mystery of the Unfolding Polygons: Mapping Models for Texturing
The goal of UV mapping
Gaining familiarity with the Unwrap UVW editor
Combining texture islands to save draw calls
Just getting on with it...
Additional UV layout tools
Soft Selection
Setting UVW editor hotkeys
Aligning points
A handy script for fixing up UVs
Mirror and Flip commands
Packing the layout
Finalizing the layout
Making a Photoshop texture template
Send to Mudbox
2D View in Viewport Canvas
Summary
8. Custom Body Job: Painting using Viewport Canvas
Direct painting versus indirect painting
Starting a paint session
Channel selection
Shortcuts and 2D View painting
Brush Images and Custom Maps
Using the Clone brush
Direct painting using spherical and depth brush settings
Layers
Loading maps into other channels
Tablet user's guide
Swapping material types using Slate
Substance procedural textures
Asset texturing walk-through
Summary
9. Go with the Flow Retopology in 3ds Max
Introduction
High poly model import
Importing a model into Sculptris
Importing the Sculptris.OBJ mesh in 3ds Max
Retopology
Exploring the Freeform/Polydraw tools
Pinch/Spread
Using Quad Cap Pro to generate meshes to conform
Filling stubborn polygons
Topology concerns for animation
WrapIt by The Pixel Hive
Finalizing the retopologized model
Summary
10. Pushing the Envelope – Model Preparation for Animation and Games
ProOptimizer
Creating a low-resolution model prior to skinning
Rigging the creature with CAT
The foreleg
Rig naming and selection
Rig display and access via layers
Skinning the creature
Skin advanced parameters
Adjusting envelopes
Checking skin adjustments
Weighting per vertex
Painting blend weights
Mirror Mode
Transfer of low poly skinning to a high poly mesh
Testing the animation and making a preview
3ds Max 2013 CAT data transfer to MotionBuilder
Kinect motion capture – setting up with Brekel Kinect and MotionBuilder
Matching a CAT rig to an FBX in MotionBuilder
Matching a CAT rig to an FBX in 3ds Max
Game readiness check
Summary
Index

3ds Max Speed Modeling for 3D Artists

3ds Max Speed Modeling for 3D Artists

Copyright © 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

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First published: October 2012

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Cover Image by Thomas Mooney (<[email protected]>)

Credits

Author

Thomas Mooney

Reviewers

Vincent Bourdier

Conor O'Kane

Acquisition Editor

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Cover Work

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About the Author

Thomas Mooney grew up in New Zealand. He now lives in a jungle with squashed frogs, mosquitoes, and regular thunderstorms and power cuts. He is a lecturer in design and also works as an artist. You can learn more about his work at www.tomofnz.com.

Tom tends to work, play, teach, and sit around all day with computers, and also likes to do comics, films, maps, screenplays, novels, storyboards, and iPad doodles.

His book Unreal Development Kit Game Design Cookbook, Packt Publishing was published earlier in 2012.

For my mother, a good, kind soul.

I would also like to extend a hearty back slap to all my students for being the subject of numerous tests (of patience mostly) during this book's development.

About the Reviewers

Vincent Bourdier is a twenty-six year old developer who is French with a passion for 3D. After self-learning 3D modeling and programming, he went to the University of Technology of Belfort-Montbéliard (UTBM) in 2003 and received an Engineering degree in Computer Sciences, specializing in imagery, interaction, and virtual reality. Passionate about computer graphics and image processing, he remains curious about existing and new technologies in a lot of domains such as AI, CMake, augmented reality, and so on.

He has been working as a 3D developer at Global Vision Systems (Toulouse, France) since 2008. He is now a Technical Leader on a 3D real-time engine.

Global Vision Systems (http://www.global-vision-systems.com) is a software developer and publisher offering innovative human-machine interfaces for aeronautics, space, plant, and process supervision.

I would like to thank my parents for their encouragement, even if they don't understand a word of my job, and my employers for the opportunity to live my passions and giving me challenges to meet.

Conor O'Kane is a game developer and teacher from Dublin. He lectures on game development at RMIT University in Melbourne, in courses covering game design, low-polygon art, character modeling, and iOS game development. He has worked as an Artist and as a Technical Artist for console game developers since 1999, and has been producing his own games independently since 2007, primarily with the Torque 2D engine. He currently develops games for Windows, Mac, and iOS platforms.

Conor lives with his wife and two children in Melbourne. When not making (or playing) video games, he enjoys practicing martial arts and learning to play the piano. You can download his free games and read articles and tutorials at http://cokane.com.

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Preface

This book is aimed at artists who already know essentials of modeling and are considering modeling specialization. A big part of specialization involves seeking ways to streamline your work flow. Possibly you're a diploma student and want to level up your 3ds Max skills after a short course, or possibly you're self-taught and want to measure the skills you've obtained. The outcome of reading this book would be a thorough knowledge of the modeling pipeline from concept, base model, sculpted model, UV mapped model, textured model, to skinned and rigged model, allowing for high-quality rendering or export of a game engine-ready, animation-ready asset.

What this book covers

Chapter 1, First Launch: Getting To Know 3ds Max, covers starting from scratch with 3ds Max. This chapter should help you get up to speed. It covers the essential starting points for those making their first launch into 3ds Max.

Chapter 2, Model Shakedown: Make 3ds Max Work for You, examines model handling using readymade assets. The main asset is a rapidly constructed vehicle used for testing a prototype game. Our purpose is to cover the necessary model handling skills before we undertake actual modeling in the next chapter.

Chapter 3, The Base Model – A Solid Foundation in Polygon Modeling, covers getting started on a model, starting with a reference image. We'll examine the modeling skills needed to create a base model. It also introduces the challenge of constructing forms that match a design while keeping within the constraints of four-sided topology, with an eye towards surface-detailing requirements.

Chapter 4, Mod My Ride: Extending upon a Base Model, demonstrates ways in which various modifiers can be used to adjust modeled content quickly. The main emphasis is to provide alternative designs with little work by modifying existing content. We also cover basic concepts for soft-surface modeling, smoothing groups, and generating geometric models from shapes or curves.

Chapter 5, The Language of Machines: Designing and Building Model Components, demonstrates the usefulness of developing an internal library or vocabulary of visual memes for your tech, mech, and hard surface models. It is very difficult to make a fictional model of a man-made object without some familiarity with how real man-made objects get their look, especially in terms of fabricated or manufactured detail. In this chapter, we'll analyze some prevalent ideas about depicting 'sci-fi' tech along with time-saving methods for constructing parts to reference in models.

Chapter 6, The Cutting Edge: A Closer Look at 3ds Max Polygon Tools, examines newer features related to modeling in 3ds Max 2013 such as the Freeform tools, live cutting, edge loop modes, and some of the more peripheral modeling tools that are nevertheless really handy to know, such as working with Boolean compound objects.

Chapter 7, The Mystery of the Unfolding Polygons: Mapping Models for Texturing, demonstrates methods of UV Mapping and stresses the importance of becoming fluent in the process of preparing a model for texturing a stage, which bridges modeling and texture painting while calling on somewhat different skills. The challenge is simply to put a 3D surface onto a 2D image plane. 3ds Max's mapping toolset ensures the user is well-armed to meet the challenge.

Chapter 8, Custom Body Job: Painting using Viewport Canvas, shows how the extensive tools in Viewport Canvas can be used to directly paint on a model with texture coordinates, with many direct comparisons to Photoshop painting tools. We go through material and channel setup, brush settings and hotkeys, and approaches to importing layer content, managing custom brushes, and using layer masks to paint non-destructively.

Chapter 9, Go with the Flow Retopology in 3ds Max, shows different ways to get a highly detail model down to a useable polygon count without losing key detail from the original, primarily looking at the brush-based PolyDraw tools.

Chapter 10, Pushing the Envelope – Model Preparation for Animation and Games, walks you through the envelope weighting, paint brush weighting, and vertex weighting tools in the Skin modifier, which is used to bind a mesh to a rig. In this case, we use CAT to provision a rig and we use SkinWrap to match a low-resolution version of a skinned model to a higher resolution version.

Bonus Chapter, Containers and XREfs, discusses Xref and Containers. We will learn how to create and edit a Container. We will also learn how to use Xref and Xref scene.

You can download the Bonus Chapter from http://www.packtpub.com/sites/default/files/downloads/Containers_and_XRefs.pdf.

What you need for this book

The following software are required:

3ds Max 2012 or 2013Adobe Photoshop or similar 2D image editorOptional: Pixologic ZBrush, Pixologic Sculptris, or Autodesk Mudbox for sculpting detail.

Who this book is for

This book will appeal to anyone interested in 3D modeling who wants to improve their speed modeling ability, particularly artists whose work is relevant to industries where hard surface modeling or model prototyping is required, such as games, films, or visualization.

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Chapter 1. First Launch: Getting to Know 3ds Max

This book is aimed at artists who already know the essentials of modeling and are considering modeling specialization. A big part of specialization involves seeking ways to streamline your workflow. Possibly you're a diploma student and want to level up your 3ds Max skills after a short course, or possibly you're self taught and want to measure the skills you've obtained. If you are starting from scratch, however, this chapter should help you get up to speed. It covers the essential starting points for those making their first launch into 3ds Max.

These are the areas covered in the chapter's topics:

Quick start: Jump into making modelsGetting to know the User InterfaceDefault and custom UI schemes
Switching UI presetsMaking changes to hotkeysCustomizing the Quad menuMaking changes to the view layout
Deciding on the best view navigation
Navigation with the ViewCubeNavigation with the Steering Wheel
Displaying your model for modelingSetting scene unitsSearching for content in the sceneCreating your own selection sets with Named SelectionsCommon changes to 3ds Max default preferencesDetermining the hardware shading settings to use

Tip

Keywords and 3ds Max Help—A self-learning approach

In this book, we indicate menu, property, and tool keywords in bold. Keywords in the book can be explored via the Index of the 3ds Max menu Help | Autodesk 3ds Max Help online. Offline documentation can be downloaded via an installer from the usa.autodesk.com under Home | Support | Support and Documentation | Autodesk 3ds Max| Documentation and Help | 3ds Max 2013 Documentation section under 3ds Max / 3ds Max Design 2013 Help Installer, which you should then set active in 3ds Max via the menu Customize | Preferences | Help | Local Computer/Network, or you can simply Download it via a button there.

Quick start: Jump into making models

This quick start guide is a set of steps to go from a blank viewport to having a simple model you can edit at the Sub-Object level (meaning you can access the component parts it is made of and change the object directly), and access the Editable Poly tools.

These steps establish a geometric object you can extend upon polygon by polygon:

In the menu bar at the top of the screen, go to the Create menu and choose StandardPrimitives | Box. Notice that the Create tab in the Command Panel on the right of the screen exposes the parameters for creating a new Box under Geometry | StandardPrimitives. In the Create tab parameters, you can also specify to set the Length, Width, and Height values, and also Segments to divide the box up in more detail. You can set these prior to creation, but it is easier to adjust them afterward.Click in the view labeled Perspective. It gets an orange border to show it is active. Now click-and-drag in the Perspective view across the grid (G is the shortcut for toggling the grid visibility in any view). A planar shape will emerge, then when you drag up, you'll define its height as a box. We've created a box by specifying its length, height and depth. You can also, in the Creation Method section, click the radio button Cube. This will make a newly added box have sides of the same dimensions. Having placed an arbitrary box in the scene via the Create tab in the Command Panel, we want to adjust or modify the parameters in the next tab . There, set the Length Segs, Width Segs, and Height Segs to 3 each for the existing box. The settings will be kept for any future boxes made, until you restart 3ds Max. Press F4. This will display Edged Faces on top of the shaded viewport render of the box. While the box is selected, it will have a white, highlighted wireframe.If you create a box you don't like, click on it to select it and delete it by hitting the Delete key, or use the Edit menu and choose Delete.To continue editing, right-click on the object to expose the Quad menu and go to Convert To: | Convert to Editable Poly. Editable Poly is a good type for modeling.Don't choose Editable Mesh, which is a TriMesh object format type mostly maintained for legacy and compatibility reasons (and sometimes to speed up display of objects). There are more editing tools available for an Editable Poly than there are for Editable Mesh, and they work faster. Editable Poly is a Winged Edge polygon data structure. For the technically inclined, there is an exhaustively detailed discussion of what this entails on the CGSociety forums (http://forums.cgsociety.org/showthread.php?t=146797), but the main thing is the tools we'll be using for this book's lessons are exclusively for Editable Poly models.Note that when you convert the primitive to Editable Poly, sometimes the quad menu extends available commands to the left side or right side, depending on where it is activated on the screen. This ensures a fit to the view. An example is shown in the following screenshot:Right-click over the model and choose Quad menu | Sub-objects | Polygon in the Tools 1 section, or press 4. This sets you into SubObject mode, editing Polygons, which are the components of the object surface. Now click on one of the squares that make up the top of the box. It will be highlighted in red. These squares are sometimes called polygons, sometimes quads, and sometimes faces (though strictly speaking, a face has three sides and quads are inherently composed of a pair of triangles).Hold Ctrl and click on one of the polygons on the side of the box. It is added to the current selection. In earlier versions of 3ds Max, pressing Ctrl on an already selected polygon would deselect it, but lately this has been changed; now, only pressing Alt will deselect.Right-click and choose Quad menu | Extrude. When you hover the cursor over the selected polygons, the cursor changes to show you are in Extrude mode. Drag on the faces and they'll push out, generating new geometry. Right-click to exit Extrude mode.Besides the white wireframe, there is a white bounding box surrounding the model. Bounds show the widest range of the model in each dimension. This also helps you spot the object that is selected. You can turn it off if you press the [+] icon at the top left of the viewport, choose Configure Viewports, then turn off the Selection Brackets tickbox in the Selection section of the Visual Style & Appearance tab. Now select just the top extruded polygon by clicking on it. Press the icon to enter Move mode (or Transform mode). You can also right-click and choose Quad menu | Move. An XYZ gizmo or guide appears. If it doesn't, try pressing X, which toggles transform gizmos on and off. Highlight the blue Z arrow and then drag the polygon upward. The following screenshot, on the left, shows the extrusion results, and the image on the right shows the transform results, with the XYZ gismo showing the blue Z axis highlighted, which constrains movement to Z. It is a modest start, but you've made an object, converted it to Editable Poly for editing, and added to the model and transformed part of it. These processes are simple, but you'll have to repeat them many times, and these tools alone can help you get a lot done.To finish up, right-click on the model and choose Quad | Top-Level from Tools 2. This turns off the Polygon editing mode and lets us adjust the entire model at the Object level rather than the SubObject level.Press W to enter Move mode if you aren't already in it (yet another way to do it), and then hold Shift and move the object, which is one way to produce a clone or copy of the model. Try using the same tools and processes you've just proceeded through to adjust other parts of the model.Save your first creation by pressing Ctrl + S and choosing a path and a filename (YourName_FirstModel_01.max), which is a good convention because it informs us who made the model, what its subject is, and the iteration number for the piece. The extension .max is used by all 3ds Max scenes. The default path for 3ds Max scenes is C:\Users\~\My Documents\3dsMax\scenes\.To export the model to a game engine like UDK (.ase or .fbx), or a sculpting program like Sculptris (.obj) or Mudbox (.fbx or .obj), you can choose the appropriate format under File | Export | Export Selected. The default path for 3ds Max to export to is C:\Users\~\My Documents\3dsMax\export\.

Getting to know the User Interface

First of all, it is useful to look at some of the conventions of the 3ds Max UI. While our goal at the moment is to get used to the patterns that windows, buttons, menus, and tabs follow in 3ds Max, some features of 3ds Max will surface along the way that we'll have to reserve discussing in depth until later.

For example, to edit objects, you can add Modifiers to them, and these can be added on top of each other as a stack. From modifier to modifier, the stack GUI arrangement is always the same. Here is what to look out for: any icon like the one next to Editable Poly in the following screenshot means you can expand it to view further parameters. Other editors in 3ds Max, such as the Curve Editor, share this convention. Shown on the Bend modifier in the following screenshot, an icon will collapse an expanded section back again. The little lamp icon for each modifier lets you enable and disable a given modifier temporarily, without losing its settings. Right-click on the modifier label (for example, Bend) to get further options such as Delete, Rename, Copy, Cut, Paste, and Off in Viewport (which disables a modifier in the scene until render time).

A menu item with a + icon, similar to the ones shown in the following screenshot, can also be expanded by clicking on its label. Once expanded, it can be closed by clicking on its label again. These menu items can be re-arranged by dragging them, as can modifiers in the Modifier stack. A blue line will highlight the position they will drop into.

The various sections of Command Panel, which can be extensive, can be scrolled using a hand cursor that appears when you drag on empty space in the Command Panel. You can also use the slider down the right side. This is also true of the Render dialog (F10). The slider is quite thin, but is easy to use once you know that it is there. On the Editable Poly option, if you expand all the sections, you can see this slider. On a modifier such as Bend, which has few parameters, it isn't included.

Any icon that shows a text field with a downward triangle icon means you can expand a rollout list, as is the case with Modifier List in the Command Panel. Likewise, any icon with a little black triangle in the corner can be held down to expand a fly-out revealing more options or tools that relate to it. An example is the Align tool: .

Any numeric field can either accept type or be adjusted using a spinner on the right . Most spinners can be right-clicked to drop their value to zero or its lowest possible value; for example, a Cylinder primitive's Sides parameter can only go down to 3, or it would be a flat object.

Many text buttons and icons in 3ds Max, if you float the cursor over them for a short time, will display the name of the tool, and often a tool tip or instruction referring to the use of the tool. This is particularly true for the Ribbon tools, which often also display illustrations as they expand. An example of a tool tip is shown in the following screenshot:

The icon , which resembles a pin in the modifier stack, lets you keep a pinned object's modifier stack displayed even if you select a different object in the scene. The icon , which resembles a pin in the Ribbon UI, lets you keep an expanded rollout menu from being reverted closed (while the current object is selected). This seems to work when you haven't minimized the Ribbon to one of its three minimized modes. In the following example, the Teapot primitive's modifier stack is pinned, so it shows even though the Sphere primitive is currently selected. Meanwhile, in the Ribbon UI, the extra tools of the Geometry (All) section have been expanded and pinned. This would remain so until some object other than the Sphere primitive was selected instead.

The Ribbon UI can be collapsed to a minimal set of headings by clicking on the upward triangle shown at the top of the following screenshot (and the tiny downward arrow next to that indicates there are some options for this collapse command). There is a strange redundancy to this set of options, as the option Minimize to Tabs seems just fine. While the Ribbon is minimized, all you need to do to access the Ribbon tool is click on the tab titles, which then expand out.

Similarly, if you are using the Ribbon, then you can drag the labels of each section to re-arrange them, as shown in the following screenshot. The example shows the Graphite Modeling tools, where the Loops section is being dragged next to the Polygon Modeling section. Note that the Ribbon menus change automatically depending on what is selected and the editing mode you are currently in (such as the Polygon mode or the Vertex mode).

The next thing to get used to is accessing Settings of tools while editing. Any tool with a box icon next to it, or exposed under it in the case of the Ribbon UI, opens further settings for the tool. In the Quad menu, shown in the following screenshot, many of the editing tools show this.

Right-click in a view with an Editable Poly selected to expose the major editing tools (tools 2). Also, a sideways arrow in the Quad menu, as in the case of Convert To:| Convert to Editable Poly, reveals options for a command. In the preceding screenshot, the Extrude tool is shown in Polygon mode. There are multiple ways to access the tool itself and its settings: you can do so via the Ribbon or via the Quad menu. You can also access the same Extrude tool and other editing tools in the Command Panel in the section Editable Poly| Polygons| Edit Polygons.

Command Panel has a couple of interesting features: it can be floated, and in versions from 3ds Max 2012, it can be minimized, a lot like the menus in ZBrush, off to the side and out of the way unless needed. By default, Command Panel is docked on the right-hand side of the screen. You can widen it to show several columns by dragging on its edges. Views can also be enlarged in the same way. You can float Command Panel by dragging on its top edge or by right-clicking and choosing Float. There is also the option to Dock| Left. There is also the option to Minimize, which lets Command Panel slide out of view off to the side when not in use. A vertical strip labeled Command Panel, if you roll over it, pops it back out. When the Command Panel is floated, you can drag it to either side of the screen to re-dock it there, or you can double-click on its label.

The label also has a [ ] icon that lets you turn the Command Panel off. To reveal it again, go to the top row of icons—the main toolbar—right-click, and you can enable it from the list of menus there. If you happen to disable the main toolbar, you can get that back again if you go to the left side of the UI, just under the green 3ds Max logo , and right-click to expose a menu that lets you enable it again. Above the main toolbar are the main menu entries: File, Edit, Tools, Group, and so on. These can be hidden by clicking the down arrow icon and choosing Hide Menu Bar. To get it back, click there again and choose Show Menu Bar. The uppermost icons displayed are entries in the Quick Access Toolbar, which you can add your own entries to by right-clicking on a tool and choosing Add to Quick Access Toolbar. Here, I'm adding Swift Loop, a handy tool, to the Quick Access Toolbar from the Ribbon.

Unfortunately, such additions are per session additions. Next time you load up 3ds Max, they won't be preserved. The Undo and Redo buttons are there, with icons that let you access the available undo and redo history too. If you start to customize the Quick Access Toolbar, you will notice the option when you right-click to add a separator, which is a little dividing bar to space out menu items nicely. These are seen all throughout 3ds Max: in the modifier stack, in the various editor icon rows, and in the Quad menu.

Note

If you really get lost with missing windows you've closed, try going to the Customize menu and choose Revert to Startup Layout.

Default and custom UI schemes

In the current version, the UI is well-designed and visually appealing. The dark tones allow users to work without glare, and the icons are colored for easy spotting. There are still some legacy UI presets you can try out, including the 2009 interface that is used in many tutorials online. You can also save changes you make to the UI in an external file and set it as the default if you wish.

Switching UI presets

This quick demonstration shows two ways to change the presets for the user interface:

One way to switch UI presets is to expand the Customize menu and choose Load Custom UI Scheme, which pops up a browsing window to locate a .ui file.Expand the History rollout at the top of this window to expose C:\Program Files\Autodesk\3ds Max 2012\UI. This path includes several options you can try out. 3Dsmax2009.ui is nearly the same as the 2012 default except the views are toned much lighter.

By default, Custom UI files, including small changes you make to the default UI, are saved in C:\Users\~\Appdata\Local\Autodesk\3dsMax\2012\64bit\enu\UI (supposing you are using the 64 bit version).

There is another way to access UI presets, which is by going to the Customize menu and choosing Custom UI and Defaults Switcher, which has a slight advantage of including visual previews of each UI as you select it in the list. Here you can see a list of tool-based settings and a list of UI schemes (on the right). You may like to try the ModularToolbarsUI, which exposes more than what the default UI does.

Tip

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

Making changes to hotkeys

Let's change the rather annoying Selection Lock Toggle. When turned on, this toggle prevents you from selecting anything else, which can be handy if you intend it to be on, but not so nice if you toggle it on by mistake. Since its hotkey is Space, you can imagine this to be easy to do. Setting it to Ctrl + Space, which is not assigned to a command, would be better, since it is less likely to be accidentally hit.

This is done as follows:

Go to the Customize menu and choose Customize User Interface. This window pops up with the Keyboard tab selected, so all we need to do is browse down the alphabetical list of Actions for Selection Lock Toggle, which also shows its icon (the padlock found under the time slider). First, the hotkey Space will show next to Selection Lock Toggle. On the right, press Remove to remove it; then in the Hotkey field press Ctrl + Space, and click on Assign to commit it. Don't forget to press Save at the bottom of the window. You'll be prompted to save a .kbd file, which you can name yourname.kbd. It will be saved with the UI next time you save the UI, and 3ds Max does this anyway when you end the session.Most commands in 3ds Max let you set a hotkey. You can view the assigned keys by browsing the Shortcut list. Or you can go to the Help menu and choose Keyboard Shortcut Map, which opens an interactive shockwave image that exposes main hotkeys as you roll over a diagram of a keyboard. Given the file type, your browser may not permit it to load, but you can find it here: C:\Program Files\Autodesk\3ds Max 2012\hotkeymap.SWF. Note that this handy utility only shows default hotkeys.Not all the default hotkeys are as convenient as they could be. The Scale command actually is a flyout with three options. On the keyboard Q stands for Select, W stands for Move, E stands for Rotate, and R stands for Smart Scale. Unfortunately, Smart Scale is not very smart, and often you'll only want to use the regular scale tool only to find you've actually cycled through to the Squash option. So, if we set R as Select and Scale, or just Scale, instead of Smart Scale, we avoid this oversight. You can always cycle through the three scale options using Ctrl + E, Scale Cycle. There's a very handy shortcut called Transform tools. This tool can be found in the Edit menu, where it's called Transform Toolbox. It doesn't have a hotkey by default. This could be set to Ctrl + T, which is available. We'll discuss its functionality later on, and make frequent use of it as we model. Another tool that is often used, which doesn't come with a hotkey, is the Manage Layers dialog , which is used for organizing scene content by layer and also for hiding and freezing content. Since I use this tool often, I've taken to setting it to Space, since it doesn't matter if I tap on it by mistake; it is easy to notice the dialog when it opens or closes.

Note

As well as using the Layer Manager, you may want to get the free script Outliner 2 (which imitates the Autodesk Maya Outliner) from http://script.threesixty.nl/outliner. The link downloads a .mzp file that you can simply drag from Windows Explorer into the 3ds Max viewport to install. Once installed, this uses the hotkey H, which overrides the Select By Name tool's hotkey, so you may want to set Select by Name to another hotkey (or use a different hotkey for the Outliner). Note that content hidden by the By Layer option in the Layer Manager can't be unhidden by the Outliner if you are in Hierarchy mode . At the bottom of the Outliner there is an icon that enables Layer mode, a substitute for the actual Layer Manager.

Customizing the Quad menu

You may have noticed that when you right-click, a menu appears under the cursor with shortcuts to many tools distributed elsewhere in the 3ds Max UI. For instance, you can press the Select icon or press Q or you can right-click and choose Select from the Quad menu. This menu can be changed to suit your need, though part of its utility comes from memorizing its layout for speedy access, so making changes often may defeat the purpose. Still, there are a few tools that you'll regularly use that could benefit from being in the Quad menu.

Note

Swift Loop is a tool used to add additional edge loops to an Editable Poly model. We'll discuss its use later too, but in brief, you can add a box to your scene, right-click on it, and choose Quad menu | Convert To: | Editable Poly. Then press 2 to enter Edge mode, then go to the Ribbon UI | Graphite Modeling Tools and expand the Edit panel to expose the Swift Loop icon . Clicking this enters a mode whereby clicking on an edge will add a perpendicular loop to the model. Using the Swift Loop tool is very handy, but accessing it from the Ribbon time and again is frustrating. It would be better to add it to the Quad menu, where it is always right under the cursor.

The following demonstration shows how to add this commonly used modeling tool to the Quad menu:

Go to the Customize menu and choose Customize User Interface. Previously, we changed settings in the Keyboard tab; this time, skip over to the Toolbars tab to get the Quads tab.

Note

If you're disinclined to add these additional tools to the menus, you can opt to press Load here and choose \Packt3dsMax\Chapter 1\PacktUI.mnu to do so automatically. Several common tools are arranged for easy, swift access. There is a version for both 2012 and 2013 version of 3ds Max.

There are four squares on the right side of the UI, with the transform section highlighted in yellow. Click on the lower-left square tools 2. Expand the entry [+] Context Edit Poly Tools 2 FLAT.Highlight Swift Loop in the Actions list, then drag it over to the top entry of the [+] Context Edit Poly Tools 2 FLAT list, where it should be inserted above Create (Poly). Of course, you can drop it where you like, but this is a reasonable location, and it will show up as shown in the following screenshot when you right-click to access the Quad menu. At the bottom of the window, press Save and try it out.

A preference you may want to set while in the Quads tab of the Customize User Interface dialog is to turn off Show All Quads option, via its tickbox. What this does is it only displays the part of the quad box that you highlight with the mouse. It uses less screen space as only a quarter of the menu is seen at one time.

Should you want to remove or rename an entry in the Quad menu, right-click on it to access a menu showing those options.

Note that there are contextual Quad menus depending on what mode you are working in, and you can edit these by expanding the rollout that shows Default Viewport Quad. In particular, it is useful to customize the Unwrap UVW Quad to access mapping tools faster. See Chapter 7, The Mystery of the Unfolding Polygons: Mapping Models for Texturing, for coverage of mapping processes.

Also, you will notice there are hotkeys to filter the Quad menu. For example, the Modeling Quad (Ctrl + RMB) only shows modeling tools. The Snaps Quad (Shift + RMB) lets you set the current snap type. This is quicker than moving the cursor up to the Snap icon to right-click and access the Grid and Snap Settings menu. The hotkey for entering Snap mode is S and it uses whatever settings you most recently set. Snaps are used for precision modeling, and snapping functionality is discussed further in Chapter 5, The Language of Machines: Designing and Building Model Components.

Making changes to the view layout

The most obvious way to change the viewports is to resize the default 4 x 4 panels by dragging their inner frame border. Each viewport has a [+] menu where the top entry is the Maximize Viewport or Restore Viewport command, Alt + W.

There are more controls for the view arrangement. If you press [+] in a view and choose Configure Viewports or right-click anywhere over the viewport control icons at the bottom right of 3ds Max or open the Views menu and choose Configure Viewports, you will get a pop-up window, Viewport Configuration, where the tab to open is called Layout, as shown in the following screenshot. Click this tab and notice the two rows of preset panel layouts. Click on any of them, and then click on the large panels that are labeled with the current setting. A list will appear with the available options you can set. This method is the only way to swap out a Track View option that has been set in a viewport, so keep it in mind if you do any animatio n.