This is some model which are model in 3D Max .
Software Capabilities
3ds max 6 gives users the ability to construct digital three-dimensional models and, by applying lighting, materials and other features enabled by the program, to create photorealistic renderings and animations of the 3D objects.
Additionally, 3ds max supports the use of other file types that can be in the form of image maps, plug-ins, pre-built models from other programs such as AutoCAD, and rendering images and animations.
The software has a range of applications in industries such as building and industrial design, where accurate digital simulations have widely replaced physical mock-ups for testing and visualization purposes, as well as in the entertainment industry for creating and animating fantasy environments and characters.
Operations
There are six primary operations that you might exercise through 3ds max, and through a combination of these achieve realistic simulations.
Modeling tools allow you to create 3D geometric primitives from scratch or to loft or extrude pre-drawn 2D shapes.You can convert an object to an editable surface which can then be edited for precision. Through the modifier tools, you can further refine the geometry of objects you create. Modeling is covered in more detail in the
Introduction to Modeling.
Materials Editing provides a sophisticated range of controls through which you can manipulate the surfaces of objects, by adding texture maps and changing such behavioral qualities of materials as reflectivity, opacity, specular color and highlight, self-illumination and so on. Materials Editing is covered in more detail in the
Introduction to Materials Editing.
Lighting tools allow you to create either standard or photometric lights which can be assigned qualities that enable them to cast shadows, project images or to manipulate atmospheric lighting effects. Lighting is covered in more detail in the
Introduction to Lighting.
Cameras can be introduced into the scene which have real-world controls so that you can manipulate static controls like lens length and field of view, and use motion controls such as truck, dolly or pan. Camera views can be saved so that you can always return to them after panning or zooming in the viewport. Cameras are covered in more detail in the
Introduction to Cameras.
Animation adds the fourth dimension of time to your project, so that any transformation in position, geometry, surface material or lighting can be recorded relative to a timeline to create movies. Existing movies can also be incorporated into your project as a background for animated objects that you create with 3ds max. Animation is covered in more detail in the
Introduction to Animation.
Rendering adds color and shading to your scene, creating either physically accurate simulations of the effects of light on material space or approximations of these effects, depending on the lighting solution used. Rendering is covered in more detail in the
Introduction to Rendering.
3ds max 6 interface
The 3ds max 6 application window opens with a new scene file or workfile. Opening a new scene is equivalent to opening a new document in Microsoft Word.
Each application window can accomodate only one scene file. However, depending on the amount of RAM on your computer, more than one applicaton window may be open at any time, each with a different scene file.
The default workspace is arranged as shown below in
figure 2.1. You can reconfigure the standard settings through the
Customize menu in the main menu where
UI (user interface) preference settings are located. You can also change the standard viewport layout through the
Configuration option, which will we will get to later.
As you can see, the standard workspace layout contains several zones. At the top are the main menu and the main toolbar. On the left-most side is a reactor toolbar which contains advanced tools. At the far right is the command panel where tools for creating and modifying objects are located. Some of these commands can also be executed through the main menu. A timeline or trackbar and other animation controls are included in a bar at the bottom.
The central workspace consists of four viewports each of which contains a different view of the scene. Viewport navigation controlssuch as zoom or pan tools are located at the lower right corner of the workspace. The use of multiple viewports is essential in 3D modeling, to ensure that relationships between objects in the scene remain accurate in all three dimensions whenever you perform any transformation.
Units
Main Menu > Customize > Units SetupMain
|
The System Unit setting affects the interpretation by the software of distance information. It also controls rounding off precision. Generally, you would need to change the system unit setting only when the scene is very large or very small. To preserve absolute size of an imported object, make sure that Respect System Units in Files is turned on.
The Display Unit setting affects how the distance information is displayed in the viewports. It is important to specify display units if you intend to merge scenes or objects, or use Xref objects.
Grid Settings
| Main Menu > Customize > Grid and Snap Settings |
Grids provide an immediate aid in visualizing scale. They are construction planes to which objects in the scene can be easily aligned. They also provide reference points for using grid snaps.
The Home Grid is the default grid that consists of three planes on the world coordinate axes. Construction occurs relative to these planes. You can change such things as the grid spacing and major and minor gridlines in the Home Grid Tab.
| Main Menu > Customize > Grid and Snap Settings > Home Grid Tab |
Occasionally you might want to align objects with a plane or object face that is not easily referenced by the home grid. In this case, you can use the Auto Grid feature or create a Grid Object which we will attempt in a later exercise. When active, a grid object or an auto grid which is made permanent will deactivate the home grid.
To reactivate the home grid:
| Main Menu > Views > Grids > Activate Home Grid |
To show or hide the grid in any viewport:
| right-click on the viewport label > Show Grid / Hide Grid |
Customizing the Viewport Layout
| right click on the viewport label > Configure > Layout Tab > choose desired viewport layout |
As you use the program more you may develop a preference for viewport arrangement which is different from the standard arrangement.
Basic Tools
Once you�ve set up the application interface, you are ready to model within the scene. Before you begin, you will need to know how to navigate the scene and select objects. This section, in addition will discuss some other tools that will make certain tasks easier, such as the align tools, snaps and grouping. This section is intended as an overview and also as an ongoing reference.
Viewport Activation and Options
Because there are multiple viewports, you will always have to first select the viewport through which you would like to perform any change within the scene. The choice of viewport would depend on the ease with which you can achieve the change in each of the different views. For instance, to perform a translation of an object along the xy-plane, you may want to work in the Top viewport. To assign a material to an object, perhaps you would choose the Perspective viewport where the selected shading option is Smooth and Highlights.
To activate a viewport:
| right-click anywhere within the viewport except on the viewport label |
You will notice that the active viewport is bounded by a yellow highlighted border. Left-clicking also activates a viewport but will deselect any objects that are selected at the time.
There are several options that you can access through the viewport menu, such as toggling between shading modes, changing the view of the viewport and, as we saw before, hiding or showing the grid and changing the viewport layout itself.
To access the viewport menu:
| right-click on the viewport label |
Wireframe is the shading mode that appears as a skeleton of the object and is usually the default viewing mode for the Top, Front orBack, and Left or Right views. Smooth and Highlights is the default shading mode for the Perspective view. When you create custom camera views later on, you can access them from within the viewport menu under the Views option.
Viewport Navigation
The Zoom, Pan and Arc Rotate tools are located in the lower right corner of your 3ds max application window.
Not all of the tools are visible at once. Any of the tool buttons that have a small black triangle at its lower right corner contains a flyout with more tool options. A flyout can be accessed by clicking on and holding the tool button.
Zoom
Simple zoom in a viewport by clicking and dragging in the viewport
Zoom Extents
Zooms within the viewport to include all visible objects
Zoom Extents Selected
Zooms within the viewport to include entire selection
Zoom All
Simple zoom in all viewports by clicking and dragging in one of the viewports
Zoom Extents All
Zooms within all viewports to include all visible objects
Zoom Extents All Selected
Zooms within the viewport to include entire selection
Min/Max Toggle
Toggles between multi-viewport layout view and maximized single selected viewport view
Pan
Moves the viewport parallel to the viewport plane by clicking and dragging within the viewport
Arc Rotate
Rotates view around view center
Arc Rotate Selected
Rotates view around center of selection
Arc Rotate Sub-Object
Rotates view around selected sub-object
Field of View
Zooms similar to camera lens with larger FOVs approximating a distorted wide-angle lens view and smaller FOVs a flattened telephoto lens view.
Region Zoom
Magnifies rectangular region, selected by clicking and dragging, to fill the entire viewport
Object Selection
Use the Select Object tool to click on or drag a window around objects in a viewport or select from a list of objects through the Select by Name tool.
To select multiple objects:
| Main Toolbar > select or select by name tool > click on one object or object name > hold CTRL key > click on other objects or their names |
or:
| Main Toolbar > select tool > drag a selection window around multiple objects |
If there is a group of objects that you will repeatedly need to select as a group, you can create a Named Selection Set which you can later access to reselect the same objects.
To create a Named Selection Set:
select objects > Main Toolbar > click in Named Selection Sets field > type name of set
 |
Align Tools
| select source object > Main Toolbar > Align tool > select target object > Align Dialog Box |
The source object is the object that you would like to move into alignment with another. The target object is the object that will remain fixed in the alignment process.
In the dialog box, you will be able to control the mode of alignment and reference points.