In this tutorial, you will create a planet and its moons, and
an asteroid.
Skill Level: Beginner
Time to complete: 45 minutes
Features Covered in This
Tutorial
-
Creating primitive objects
-
Moving objects in the scene
-
Using a modifier to alter an object's shape
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.
- Modeling the Planets
- Creating an Asteroid
In this lesson, you will create the planet Mars and its moons.
You will also make changes to the objects in the Create panel.
If at any point the object parameters disappear, choose the
Select Object tool from the main toolbar and reselect the object. Then open the
Modify panel and make your changes there.
Create the planet:
-
Choose File > Reset. Click Yes in the
dialog to reset.
-
Open the Create panel. Make sure the
Geometry button is on, and click Sphere in the Object Type rollout.
-
In the center of the Perspective viewport,
drag to create a sphere of any size.
-
In the Name And Color rollout, change the name
of the object from Sphere01 to
Mars.
-
In the Parameters rollout, change the Radius
to
100 and set the Segments to
64.
Increasing the number of segments makes the
planet look smoother. This is especially important for close-up shots, where
every detail is revealed.
-
Click Zoom Extents Selected from the Zoom
Extents flyout.
The sphere moves back and to the center of the
viewport.
Note: The grid is no longer visible because
the size of the grid is fixed and is too small to be displayed after the zoom
was performed.
Create the moons:
Mars has two moons named Deimos and Phobos.
Instead of making additional spheres, you can create the objects by cloning.
-
Right-click in the Top viewport and click
Zoom. Place the zoom cursor on the X axis, just to the right of the sphere.
-
Drag downward to zoom out. Stop when Mars
looks half its previous size.
Tip:
If necessary, click Pan to move the scene so
that you can see Mars in its entirety.
-
Click Select and Move from the toolbar.
The Transform gizmo appears in the viewport.
Note: If the transform gizmo does not appear,
press the keyboard shortcut,
X, to make it appear.
-
Hold down
Shift on the
keyboard and drag the gizmo’s X axis to the left and then release the mouse
button.
-
In the Clone Options dialog, leave Copy
selected and change the name of the new object from Mars01 to
Deimos. Click OK.
-
Open the Modify panel and change the
Radius parameter of
Deimos to
22. Since this object is smaller than Mars, reduce its
segments to
24.
-
Shift-clone the second moon from the Deimos
moon using the same process, only this time position the clone closer to Mars.
When the Clone Options dialog appears, name this second moon
Phobos.
-
Set the radius of
Phobos to
11 so that
it is half the size of
Deimos.
-
Right-click in the Front viewport and
pick Select and Rotate from the toolbar.
-
Click
Mars
and rotate it around the Z axis by moving the mouse over the blue transform
gizmo ring until it turns yellow. Drag down the left side of Mars until it's
rotated about 15 degrees.
Tip: Watch the shaded rotation indicator in
the gizmo as you rotate or watch the Z axis field in the coordinate readout
below the time bar.
-
Click Zoom Extents All so
each viewport displays the planet Mars and its moons, Deimos and Phobos.
-
Save the file as
my_mars.max.
To see Mars and the planets with texture maps, open
mars_texturemapped.max in the
\tutorials\intro_to_modeling folder.
To learn more about materials and mapping, refer to
Introduction to Materials
and Mapping.
Map the planet Mars:
To create the illusion of physical texture,
you'll build a new material, assign an image as a diffuse map, and then use the
same image as a bump map.
-
Continue from the previous lesson.
If you opened
mars_texturemapped.max
from the
\tutorials\intro_to_modeling folder,
click File > Open and reload your scene,
my_mars.max.
-
Press
M on the keyboard to
open the Material Editor.
-
Select the upper left sample sphere. In the
name field, highlight the text then change the name of the material to
Mars.
-
In the Shader Basic Parameters rollout, change
the shader from Blinn to Oren-Nayar-Blinn.
This gives the sphere a softer look.
-
In the Oren-Nayar-Blinn Basic Parameters
rollout, click the blank square button next to the Diffuse color swatch to
select a map for the diffuse component. In the Material/Map Browser, choose
Bitmap and click OK.
The Select Bitmap Image File dialog opens.
-
Select the map
mars.jpg from the
tutorials\intro_to_modeling folder and click Open.
The map appears on the sample sphere.
-
Drag the
Mars material to the planet
Mars.
-
Right-click the Front viewport label and
choose Smooth + Highlights, if it's not already set.
The planet turns gray. In the Material Editor,
the corners of the material sample slot turn white, indicating that the material
is being used in the scene.
-
Click the Show Map In Viewport button in
the Material Editor.
The
Mars
map appears on the surface of the planet in the scene.
-
Highlight the text in the name field and
rename the new map in the drop down list to
Mars-Bitmap.
-
Click Go To Parent.
The Material Editor navigates up the material
hierarchy from the map level to the material level.
-
Close the Oren-Nayer-Blinn Basic Parameters
rollout by clicking its title bar. Then click the Maps rollout to expand it. The
button next to Diffuse bears the label "Mars-Bitmap (mars.jpg)."
-
Drag the map button from the Diffuse component
to the Bump component. When the Copy/Instance Map dialog appears, choose
Instance and click OK.
By choosing Instance, any change you make to
the bitmap parameters of one map, will automatically be reflected in the other.
-
Set the Bump amount to
−50.
-
Render the scene.
The surface of Mars appears bumpy.
Map the moons:
-
Click and drag the Mars material sample in the
Material Editor to an unused sample slot. Rename the new material to
Deimos.
-
In the Maps rollout, click the button labeled
"Mars-Bitmap (mars.jpg)" to navigate to the maps hierarchy.
-
Rename the Mars-Bitmap in the list to
Deimos-Bitmap.
-
In the Bitmap Parameters rollout, click the
Bitmap button to replace the
mars.jpg image
with a new one. In the Select Bitmap Image File dialog, find and select
deimos.jpg , then click Open.
-
Click the Go to Parent button, or select
Deimos in the List drop-down, to navigate back up the maps hierarchy.
In the Maps rollout, notice that the Bump map
uses the
deimos.jpg file. This is due to the
Instance you made when building the Mars material.
-
Click and drag the Deimos material to the
Deimos object in the scene.
Tip: If you're not sure which sphere is
Deimos, watch for the object label to appear when you drag your cursor over an
object.
-
Repeat these steps for the moon, Phobos. Use
the
phobos.jpg file as the new diffuse map.
-
Right-click the Perspective viewport and use
the view navigation tools to arrange your scene.
-
Render the scene.
-
Save your scene as
my_mars_and_moons.max.
Modifiers can be used to alter the shape of a primitive object.
In this lesson, you will use a modifier to distort a sphere into an irregular
shape to form an asteroid.
Set up the lesson:
-
Open
asteroid1.max from the
\tutorials\intro_to_modeling folder.
In a single viewport, you see two spheres, one
large and one small.
-
Click the Min/Max Toggle in the viewport
controls to show four viewports.
Tip: You can also toggle the Min/Max view with
the keyboard shortcut:
Alt+W.
Create an asteroid using the Noise modifier:
-
Select the larger sphere.
-
In the Name And Color rollout, change the name
from Sphere01 to
Moon.
-
Select the smaller sphere and rename it
Asteroid. Press
Enter.
-
Press
P to switch the
Camera viewport to a Perspective viewport.
-
Make sure the Asteroid object is still
selected. On the Zoom Extents flyout, choose Zoom Extents Selected.
The asteroid is zoomed in to fill the
Perspective viewport.
-
Open the Modify panel. In the Modifier
List, choose Noise from the Modifier List.
The Noise modifier creates random distortion
on an object's surface.
-
In the Noise Parameters rollout, turn on
Fractal and set the Scale to
30. Then set these
values for Strength: X to
25, Y to
10, and Z to
20.
The object deforms to look like an asteroid.
Experiment with the asteroid:
-
This changes the random displacement of the
surface, giving you a totally different shape.
-
Try applying some other modifiers to the
object, such as Bend, Taper, Twist, and Stretch. Experiment with the parameters
to see the variety of shapes you can make.
-
Save your file as
my_asteroid.max.
In this tutorial, you learned how to model a scene using
primitives and modifiers. You also learned how to add materials to the objects.
These tools are the building blocks for any scene in 3ds Max.
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