Modelling

3DS max 2020
Created a crate using bevels, changed the number of undo’s and the size of the grid

26/9/19 – Recap of last week, Setting up the grid and changing the number of undos
setting up the unit system. Learnt how to make a cube and changed its size
CTRL+V will clone the box in the same place then we hid the base mesh and used inset with all the faces selected to create new faces which we used bevel to push the faces inwards so it resembles more of a crate. CTRL adds and ALT removes from you selection. Used chamfer to smoothen out the edges and create almost a curve.

Create a box and make all the sides equal so its an even cube, Same height, width and length (60x60x60), Copy and paste this cube and rename one to be base mesh and the other to Low poly crate.

Now, on Low poly crate, select all the faces by individually clicking them all with Ctrl+LMB or using the box select tool and then insect by 10cm, this makes a border around the crate.Then use the bevel tool. Finally use chamfer to smoothen out the edges of the crate.

Starting to Create high poly crate.

Create a long rectangle that will act as the border, then create another one slightly small and place it along the top of the first one making an upside down L shape.
Using the snap tool create another rectangle the same size as the 2nd one and put it under the 2nd rectangle but by the side of the first one, this will be your plank. By going into the top view and using wire frame mode make the plank half the thickness so it resembles more of a plank.Then create instances of the plank by the side the plank to reach the length of the 2nd rectangle.Next chamfer the planks to give it a smoother look, create a ring around the top and bottom of the plank and do this for x,y,z.
Mirror the objects to form a crate.

Created planks for the high poly crate and used subdivision surface to make the crate look smoother.

Added textures to a plain box model to create the idea of a high poly crate by converting the base mesh into and editable poly and add unwrap UVW to it and open the UV editor, select mapping and flatten.
Click the render tab at the top and change the filter to catmul rom.
Tick the global super sampler box and change the option box below to hammerslay

Click the lighting tab and change that option box to light tracer.
Then create a light and add it somewhere to your scene so that its visible, Open material editor and click and drop the standard view box

Then render to texture add complete and normal maps to the output and render it to 1024×1024.

Created mind map of weapons and props we’re going to use in a game and then added images next to the words for reference, used a website called draw.io to create the mind map.

Started to create the props in Blender, going to export them as a FBX file.

I created a basic baseball bat in blender by using the cylinder mesh and by selecting the top face I extruded and scaled to form the bat, then I selected the bottom of the bat and made a squashed circle shape. I added a plane mesh and removed 2 of the vertices to get a line, after that I added a screw modifier to the line so make a coil shape which would act as the grip, then I used the shrink wrap modifier to make it wrap round the base of the baseball bat.

The next model I created

Created an animation in 3DS MAX which warped a normal cube into a deformed cube or another object and learnt how to use auto keys, moving the key frame across and moving an object automatically places a key.

Morphing a cube into deformed cubes by twisting, stretching, melting, coiling and collapsing it.

Created an animation of a red space ship flying threw rings using path constraints, this makes an object move along a created path.
Then animated a blue spaceship flying threw rings by using auto keys.


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