In this tutorial, you create an apple. You will add Taper and
Displace modifiers to reshape a sphere to look like an apple, then use
additional tools to improve its shape and add a stem.
Skill Level: Beginner
Time to complete: 25 minutes
Features Covered in This
Tutorial
-
-
Creating sub-object selection sets
-
Using soft selections to blend changes to a mesh
-
Using a Displacement modifier to shape your mesh
-
Using a Bend modifier to shape a stem
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\intro_to_modeling directory. Before
starting the tutorials, copy the
\tutorials
folder from the disc to your local program installation.
- Creating the Basic Apple
Shape
- Improving the Shape of the
Apple
- Completing the Apple
- Adding a Stem to the Apple
Creating the Basic Apple Shape
First you will create the basic apple shape from a sphere and
modifiers.
Create the apple:
-
Choose File > Open and open the file
tut_apple_start.max from the
\tutorials\intro_to_modeling folder. Highlight the
file and click Open.
There is no geometry in this file; however, it
does contain a material you will need.
-
On the Create panel, under Standard Primitives
> Object Type, click Sphere.
The button turns yellow, indicated the Sphere
command is ready for you to make a sphere.
-
In the Top viewport, drag to create a sphere
that has a Radius of
10.
-
In the Name and Color rollout, name the sphere
apple.
-
Click Zoom Extents All to
zoom all the viewports.
Change the rendering background color:
You'll be able to see the apple better if you
render it against a white background.
-
From the Main menu, choose Rendering >
Environment to display the Environment and Effects dialog.
-
In the Common Parameters rollout >
Background group, click the black Color box to display the Color Selector
dialog. Set Value to
255 and click Close to
accept the value and close the dialog.
-
Close the Environment and Effects dialog.
Apply an apple material:
-
Press
M on the keyboard to
open the Material Editor.
-
From the Material Editor, drag the material
shiny apple to the apple sphere in any
viewport.
-
Close the Material Editor.
-
Right-click in the Perspective
viewport to activate it. On the toolbar, click Quick Render, or press
F9 to render the viewport without clicking a button.
Taper the apple:
Selecting what you want to work on is the
first step in modeling. Until you make a selection, all modifier choices are
unavailable. In this case, the apple should be selected; when selected, its
wireframe mesh is displayed in white.
Modifiers can be selected from the Modifier
List on the Modify Panel, or from the Modifiers Menu. Here you'll use the menu
option at the top of the interface.
-
On the 3ds Max menu bar, on the Modifiers
menu, choose Parametric Deformers > Taper to apply this modifier to the
sphere of the apple.
-
In the Parameters rollout > Taper group,
adjust the Amount parameter and watch the effect in the viewports. You only need
a small amount of taper. Adjust the parameter to about
0.85.
-
On the Parameters rollout > Taper Axis
group, set Primary to Z and Effect to XY.
- Improving the Shape of the
Apple
Improving the Shape of the Apple
The Taper modifier produced a rough reshaping of the apple’s
original sphere. To achieve more realism, you will collapse the sphere into an
editable mesh and use Soft Selection to adjust the transition between selected
and unselected areas.
Shape the lower half of the apple:
What you see in the viewports is a tapered
wireframe of the whole apple. For more detailed modeling, you need to select
only part of the apple, such as the lower half. By collapsing the sphere to an
editable mesh, you can make a soft sub-object selection.
-
With the apple selected, go to the Modify
panel > modifier stack display (below the Modifier List), right-click the
object name, and then choose Collapse All. Click Yes in the Warning dialog.
Tip: If you are unsure about collapsing the
stack, click Hold/Yes instead. You can revert the scene to the current state by
selecting Edit > Fetch from the menu bar.
The tapered sphere becomes an editable mesh.
Tip: You can also convert a selected object to
an editable mesh in the active viewport by right-clicking the object and in the
quad menu > Transform quadrant > Convert To > Convert To Editable Mesh.
-
In the stack display, click the plus sign (+)
next to Editable Mesh to expand its sub-object levels.
-
Choose Vertex from the level list.
In the viewports, the vertices appear,
highlighted in blue.
-
Activate the Left viewport.
-
Click Zoom Extents All in the viewport
navigation controls.
The apple is enlarged in three viewports.
-
In the Front or Left viewport, drag from
outside the sphere to make a dotted box around the bottom two or three rows of
vertices of the apple. As you release to complete the box, the selection is
made, and the vertices turn red.
This technique is called region-select. It’s
the most common method for making sub-object selections.
Name the sub-object selection:
With hundreds of vertices or faces, sub-object
selections are often hard to recreate exactly. So it’s a good idea to give these
selections a name you can recognize later. Any selection (object or sub-object)
can be named and retrieved in 3ds Max. As your modeling skills develop, you’ll
begin to recognize the advantages of named selection sets.
-
On the Selection Sets toolbar, toward the
right side of the interface, you’ll find a blank list. This is where you name
the current selection. In this case, type in
bottom of
apple and press
Enter.
This selection name is stored with the file.
You might have many named selections on a
single object, but you will only see
bottom of
apple in the list when you return to the Vertex level of the
editable mesh. At this level, you could make multiple selections and give them
each a different name. You could then experiment with which selection works best
for the modeling effect you want.
Use Soft Selection to blend changes to your mesh:
The Soft Selection setting helps the selected
region blend with the rest of the object.
-
In the Modify panel, scroll to and open the
Soft Selection rollout.
You can scroll any command panel by dragging
the hand cursor that appears in blank areas of the panel. Click to open the
rollout.
-
Turn on Use Soft Selection.
The vertices are now displayed in a graduated
color ramp.
-
Adjust the Soft Selection Falloff setting
watching the viewport shading change until the lower half of the apple is
affected.
This lesson continues from the previous one. You are working at
Vertex level with Soft Selection active. The bottom half of the apple is
selected.
Apply a displacement modifier to your apple:
Here you apply a Displace modifier to move
only the currently selected vertices on the bottom of the apple. You use a
bitmap to control this movement, or displacement.
-
Make sure the Vertex sub-object selection is
active (yellow) in the modifier stack and the vertices are visible in the
viewport. Then, click the Modifier List drop-down arrow. From the Object-Space
category in the drop-down list, choose Displace.
This applies the Displace modifier. You won’t
see much change until you adjust its parameters.
-
Adjust the Strength spinner in the
Displacement group. You should see the effect happening only on the lower half
of the apple.
-
On the Parameters rollout > Image group,
click the Bitmap button labeled None.
-
In the Select Displacement Image dialog,
choose
appledis.jpg.
The preview window at the bottom of the dialog
shows the bitmap you’re applying.
The bitmap is a black square with four fuzzy
white blobs. The white areas will displace more than the black, producing the
characteristic four bumps on the bottom of the apple. The fuzziness of the
bitmap image creates a smooth transition.
-
Click Open to apply the bitmap.
-
In the Parameters rollout > Displacement
group, drag the Strength spinners (the small arrows next to parameter fields) to
increase and decrease the Strength parameter a little. Again watch the effect in
the viewport.
Negative values push the bitmap image into the
mesh. Positive values draw the image out, producing bumps. Try a value of
-5.0. You can change this later if you need to.
Complete the top of the apple:
To complete the apple shape, you'll add an
Edit Mesh modifier to create a second soft selection, and then copy the Displace
modifier to the top half of the apple.
-
On the Modify panel, choose Modifier List >
Object-Space Modifiers > Edit Mesh.
-
In the Selection rollout, choose Vertex.
Warning: You want the Vertex sub-object
level of the new (top) Edit Mesh modifier. Not the Vertex level of the (bottom)
Editable Mesh.
You are now working at the Vertex sub-object
level.
-
Region-select the vertices on the top two or
three rows of the sphere. Name the selection
top of
apple.
Tip: You might notice that the original Soft
Selection vertices are still displayed. Once you have selected the vertices at
the top of the apple and turn on Soft Selection, the newly selected vertices
should display correctly.
-
Open the Soft Selection rollout. Turn on Use
Soft Selection, and adjust Falloff to about
8.0.
The modifier stack display shows you all the
changes you’ve made to your object. The sphere is now shown at the bottom as an
editable mesh. The successive modifiers that you applied to this sphere are
above it.
-
In the stack display, right-click Displace and
choose Copy.
-
At the top of the stack display, right-click
over Edit Mesh and choose Paste to add the duplicate Displace modifier to the
stack.
Warning: Do not highlight the Edit Mesh
in the stack display. This will turn off the sub-object selection. Instead, just
right-click over the Edit Mesh entry.
A copy of the Displace modifier appears above
the Edit Mesh modifier in the stack, and its effect has been applied to the top
of the apple selection.
-
In the Parameters rollout > Displacement
group, set Strength to
2.0.
-
Right-click in a viewport and choose
Sub-Objects > Gizmo from the Tools1 quadrant of the quad menu.
In the stack display, the Displace entry turns
yellow to show that you're working at its sub-object level.
The gizmo is a control for the modifier and
defines where and how the effect will take place. By placing the gizmo just
above the apple, you can get the effect you want.
-
Move the gizmo so that it’s floating above the
top of the apple.
-
On the Parameters rollout for Displace, set
the Decay parameter
1.5 to model the top surface
into a characteristic apple shape. Again adjust the Strength parameter to
fine–tune your effect.
-
In the stack display, click the Displace entry
to exit the sub-object level and turn off the yellow highlighting.
- Adding a Stem to the Apple
Adding a Stem to the Apple
In this lesson, you add some more visual interest to the apple.
To create the stem of the apple, you make a cylinder using the AutoGrid feature
to build the stem on the surface of the apple. You then add a Bend modifier to
finish the stem.
Create the stem:
When you build an object in a viewport, the
object is constructed on a grid. Up until now, you have been using the home grid
to build the apple. Now you'll try using the AutoGrid feature. This uses a
roving grid that is automatically created off a surface using face normals.
-
On the Create Menu, choose Standard Primitives
> Cylinder.
The Cylinder button highlights on the Create
panel.
-
On the Create panel > Object Type rollout,
turn on AutoGrid. This is a small check box directly under the Object Type
rollout.
-
In the Top viewport, move the cursor over the
apple.
A tripod follows the cursor showing where the
cylinder will be created. Try to locate the center of the top of the apple.
-
Add a cylinder on top of the apple. First drag
and release to draw the base of the cylinder, and then move the mouse to set its
height. Click to finish.
-
In the Name And Color rollout, change the
color of the cylinder to green and name it
stem.
-
On the Parameters rollout for the stem, set
the following:
-
On the Object Type rollout, turn off AutoGrid.
-
On the Modifiers list, choose Object-Space
Modifiers > Bend.
This applies a zero-degree Bend to the
cylinder.
-
On the Parameters rollout for the Bend
modifier, adjust the Angle setting to bend the stem. Plus or minus
60 is about right. Experiment with the Direction
parameter, although you can leave it at 0 if you want.
-
Right click in the Perspective viewport to
active it, and press
F9 to render last.
If you want your stem to be similar to the one
in the bottom illustration, apply a very slight Taper modifier below the Bend.
-
Highlight the Cylinder in the stack display.
-
Add the Taper modifier at this point, it will
then taper the cylinder before it is bent.
Warning: Applying the Taper modifier
after the Bend will produce entirely different results.
After Adjusting the Taper modifier, highlight
Bend to reactivate it.
Save your work:
-
Choose File > Save As. Save your work as
my_apple01.max in your appropriate local
folder.
Note: A completed file,
tut_apple_complete.max is also available in the
tutorials\intro_to_modeling directory.
In this tutorial, you learned how to start with a primitive and
shape the object using the Editable Mesh tools. You also learned how you can use
displacement mapping to make an object appear more organic.
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