Advanced 3Ds Max 5: Modeling and Animating by Boris Kulagin

By Boris Kulagin

3ds max is the progressive new software that gives to special effects pros with complicated instruments for personality animation, subsequent new release video game improvement, and visible results construction. during this entire reference, clients are taken from modeling a still-life scene to animating photo-realistic and fable characters in various natural and mechanical backgrounds. clients are proven not just tips to practice an motion, yet which activities can be utilized in a number of events. vital initiatives comparable to developing seamless texture and modeling a person's head are proven, and specified recognition is given to the software's performance. additionally integrated are recommendations to enhance the potency and productiveness of regimen paintings.

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However, the skin of the spaceship is made up of metal sheets that cannot be painted absolutely evenly and, in addition to affecting color, reflect light at different angles and give a feeling of discontinuity. Let's create such a material: • Open the material editor and select any free preview window. Rename the material SpaceShip_Body. tga for the Specular Level and Glossiness channels (Fig. 15, a). 15: Texture assignment (a) and parameters of the Diffuse channel (b) There are two ways to do this.

This is because the shadows are being drawn in front of the object. The solution is simple: the shadow's Bias should be a quarter more than the Spread. • Place several omnidirectional (Omni) point sources of light around the body of the spaceship (Fig. 19, a), copying each one as an Instance of another. This will give you the ability to edit the parameters for all of them simultaneously. Use a small Multiplier and pale-blue color. Also, turn off shadows and Specular surface reactions to the light (Fig.

Return to polygon editing and reduce the size of the top polygon as required (Fig. 9, d). • Select the vertices comprising the exterior curve and merge them using the Collapse command (Fig. 9 e). Be sure not to include redundant vertices! • Merge the vertices one by one with the Target Weld command to obtain proper cavities (Fig. 9, f). 9, f and g: Editing the propulsion module • Select the top polygon and give it a little facet using the Bevel command (Fig. 9, g). You can make the bottom part in the same way, but there is also a more interesting method.

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