PacktLib: 3ds Max Speed Modeling for 3D Artists

3ds Max Speed Modeling for 3D Artists


About the Author

About the Reviewers


First Launch: Getting to Know 3ds Max

Quick start: Jump into making models

Getting to know the User Interface

Default and custom UI schemes

Deciding on the best view navigation

Displaying your model for modeling

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


Model Shakedown: Make 3ds Max Work for you

Setting filters in the Display panel

Object Properties – Show Frozen in Gray

Object Properties – Animation trajectories

Object Properties – Render properties

Moving and rotating objects using pivot controls

Local, Screen, and Pick spaces

Cloning objects: Instances, References, and Snapshots

Adjusting modifiers in the viewport

Organizing a scene using Groups

Importing models

Using a template scene including lighting, turntable camera, and render settings

NVIDIA iray ActiveShade rendering


The Base Model – A Solid Foundation in Polygon Modeling

Introducing the project

Adding image reference

Forming the base model

A preview of a sculpting workflow


Mod My Ride: Extending upon a Base Model

Marking Poly Loops

Soft modeling

Using Poly Select to apply modifiers to Sub-Object selections

Generating shapes from edge selections

Shape construction and interpolation

Comparing the Sweep modifier with the Loft object

Smoothing Groups

Generating model forms using Cloth


The Language of Machines: Designing and Building Model Components

A visual language for science fiction machinery

Spare parts

From primitive origins...

…Into outer space

A star ship construction walk-through


The Cutting Edge: A Closer Look at 3ds Max Polygon Tools

New modeling and UI features in 3ds Max 2013

Sub-Object level editing tools via the Ribbon

Joining objects

Ribbon tools


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

Packing the layout

Finalizing the layout


Custom Body Job: Painting using Viewport Canvas

Direct painting versus indirect painting

Starting a paint session

Tablet user's guide


Go with the Flow Retopology in 3ds Max


High poly model import


Topology concerns for animation

WrapIt by The Pixel Hive

Finalizing the retopologized model


Pushing the Envelope – Model Preparation for Animation and Games


Rigging the creature with CAT

Skinning the creature

Skin advanced parameters

Painting blend weights

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

Game readiness check