Category Archives: 3D Studio Max

Iphone4

How to model an Iphone 4 with 3ds Max

In this tutorial i will show you how to create an Iphone 4 in 3ds Max and VRay. We will cover both parts, modeling and rendering. If you follow this tutorial well you should achieve an image like the one above. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats.

Step 1: From Create, Shapes create a new Rectangle with 3 Interpolation steps, the Length of 26.2cm, the Width of 12.5cm and the Corner Radius of 2.0cm. Right click on the screen and Select Convert to, Convert to Editable Poly to convert the shape.

Step 2: In the Modify tab go to Edge selection mode and using the Cut tool create new edges like below. It”s very important that you cut from Vertex to Vertex and not from Edge to vertex or vertex to edge…

Step 3: Again, using the Cut tool make 4 new cuts from the middle vertices to the corner ones.

Step 4: Go in Polygon selection mode and press CTRL A to select all the polygons, Inset the with an amount of 0.1cm.

Step 5: Inset the Polygons again only this time change the amount to 0.08cm.

Step 6: Make another Inset only this time the amount should be 0.04cm.

Step 7: Select the polygons i”ve selected below and Inset them with an amount of 0.03cm.

Step 8: Extrude the same Polygons with an amount of -0.015cm click Apply, change the amount to -0.05cm and click OK. You can press Del to Delete them or you can leave them.

Step 9: Go in Border selection, select the Border and using the Select and Move tool hold down SHIFT and copy the border 2cm in the Y axis direction.

Step 10: In Border selection mode click on Cap to create the back of the phone.

Step 11: Like in Step 2 create new edges using the Cut tool. Also create the edges we”ve created in Step 3.

Step 12: Select the Back polygons and Inset them with an amount of 0.1cm.

Step 13: Make a Ring selection of the inner edges by selecting one and clicking on Ring. After the Connect the edges with 2 Segments and a Pinch of 90.

Step 14: Again, make a Ring selection of the edges and Connect the with 2 segments and a Pinch of 65.

Step 15: Select the Polygons you see selected below and Detach them as Clone changing the name to Frame.

Step 16: Press “H” to select from scene and select the Frame and click OK. Use this when you like to select a different object…

Step 17: From the Modifier list add a Shell modifier to the Frame with the Outer amount of 0.15cm. Convert the object to Editable Poly like we did in step 1. Doing this will Collapse your modifier to the mesh.

Step 18: Now, you will only see the Frame in my printscreens because i”ve hidden the rest of the objects. To do this simply select your object, right click on the screen an chose Hide Unselected, to Unhide them click Unhide All. Now make a loop selection of the corner edges, select one from every line and click Loop. Click on Chamfer, change the amount to 0.04cm, click Apply, change the amount to 0.005cm and click OK.

Step 19: Make a selection of the following edges and Connect them with 2 Segments, a Pinch of -73 and a Slide of 411.

Step 20: Make a Ring selection of the edges and Connect them with 1 Segments.

Step 21: Select the edges and Connect the with 1 Segment.

Step 22: Using the Cut tool create 4 new edges. Remember, use the Cut tool from Vertex to Vertex.

Step 23: Select the middle vertex and Chamfer it with an amount of 0.55cm.

Step 24: In polygon selection mode select

the polygon resulted from the chamfering of the vertex, click on the Inset box, change the amount to 0.02cm, click Apply 2 times and OK after that.

Step 25: Select the polygons and Extrude them with an amount of -0.1cm.

Step 26: Select the below edges and Chamfer them with an amount of 0.005cm.

Step 27: Since the buttons are on the other side just click on Mirror and click OK.

Step 28: Select the polygons and using the Select and Move tool move them outside 0.1cm in the X axis direction.

Step 29: Make new Cuts to create the edges you see below.

Step 30: Using the exact same method create a new button above the just created one.

Step 31: Select the edges from above the new create button and Connect them with 2 segments and a Pinch of 25.

Step 32: Inset the 2 polygons with an amount 0f 0.35cm.

Step 33: Using the Select and Scale tool scale the polygons up to 170 in Z axis direction.

Step 34: Select the edges and Connect them with 3 Segments and a Pinch of 20.

Step 35: Extrude the inner polygons with an amount of -0.1cm like below.

Step 36: Inset the same polygons with an amount of 0.02cm.

Step 37: Chamfer the selected edges with an amount of 0.005cm and 2 Segments.

Step 38: Scale down the polygons to 60 in the Y axis direction.

Step 39: Extude the Polygons with an amount of 0.1cm.

Step 40: Bevel the Polygons with a Height of 0.02cm and the Outline -0.02cm.

Step 41: Chamfer the edges with an amount of 0.002cm.

Step 42: Chamfer the inside edges with an amount of 0.002cm.

Step 43: Using the Select and Move tool and the Select and Scale tool reshape the corners of the button and move it to the side.

Step 44: Chamfer the middle line with an amount of 0.4cm and 2 segments.

Step 45: Move the top polygons of the button outwards in the X axis direction for about 0.1cm.

Step 46: I”ve forgot something on the first created round buttons. Go to them select the top polygons, move them outwards and chamfer the edges with an amount of 0.005cm.

Step 47: Unhide all and select the main body of the phone. Make a ring selection of the edges and Connect them with 3 segments and a Pinch of -30.

Step 48: Again, make a ring selection of the edges and Connect them with 1 Segment and a Slide of -85.

Step 49: Move the edges down in the Z axis direction for about 1.1cm.

Step 50: Connect the edges with 1 segment.

Step 51: Make new Cuts to create edges from vertex  to vertex.

Step 52: Chamfer the middle vertex with an amount of 1.35cm.

Step 53: Inset the polygon resulted from chamfering the vertex with an amount of 0.25cm, click Apply 4 times and OK after that.

Step 54: Select the middle vertices and Weld them together.

Step 55: Select the edges and chamfer them with an amount of 0.002cm.

Step 56: Select the middle vertex, check the box for Use Soft Selection, change the Falloff to 1.35cm and the Bubble to 1.0 and using the Select and Move tool move the vertex inwards in the Y axis direction

for 0.2cm.

Step 57: Remove the below selected edges.

Step 58: Connect the selected edges with 1 segment and a Slide of -94.

Step 59: Connect the selected edges with 1 segment.

Step 60: First Inset the middle polygons where the speaker will be with an amount of 0.05cm and after that Bevel them with the Outline of -0.1cm and the Height of -0.1cm.

Step 61: Extrude the Polygons with an amount of -0.1cm.

Step 62: Chamfer the edges with  an amount of 0.005cm.

Step 63: By now you should know how to create edges using Connect, so create the line below using Connect changing the Slide amount to move it up.

Step 64: Select the middle edges of the button and Chamfer them with an amount of 1.2cm and 2 Segments.

Step 65: Using Target Weld, weld the 3 vertices to the one about or below. To use the Target Weld tool click on it to activate it, click on the first vertex and after that click on the vertex on with you want to

weld.

Step 66: Again using Target Weld, weld the vertices like below.

Step 67: Using Connect create the below edges.

Step 68: Using Select and Scale tool or Select and Move tool reshape the corners like below.

Step 69: To create the inside of the speaker create a NGon with 6 Sides and Convert it to Editable Poly.

Step 70: First in Polygon selection mode hold down SHIFT and using the Select and Move tool Clone the polygons, position it like below and Weld the joining vertices together.

Step 71: Repeat the previous step until you have something like below.

Step 72: Select all the polygons and Inset them with a small amount to create a Border and Delete them after the Inset. The amount of your Inset depends on the size of the first created NGon, in my case will be 2.0cm since i”ve create a big NGon. I will scale the object down to fit the speaker.

Step 73: Add a Shell modifier to the object and change the Outer Amount to something that suits you. Position the object inside of the phone.

Step 74: By now you should have learned how to create the camera next to the speaker. If not, repeat all the steps of this tutorial :)

Step 75: To smooth down the phone you can check the box for Use Nurms Subdivision with 3 Iterations or you can add a Turbosmooth or Meshsmooth modifier. It”s your choice. Do this to the phone and to the Frame.

Step 76: To create the Camera just make a Sphere from Create, Geometry and position it inside of the camera hole.

Step 77: The button we will create right now it”s very simple like the 3th one we”ve created on the side, so you can do this by your self because by now you should have learned how.

Step 78: Also the hole for the earphones is very simple and you should know how to create it by now.

Step 79: Create the small hole next to the big one.

Step 80: For the bottom of the phone create 3 new holes like we did until now. Also create the grid inside the speakers like we did for the front one.

Step 81: The camera is also a very simple process. Create it like we did with the round buttons. I will not waste to much time on it since the back part of the phone will not be visible in the final render.

Step 82: To create the screen inset the middle polygons.

Step 83: Using Connect create new edges close to the side or move existing ones next to the side.

Step 84: Press F10 to open Render Setup or click on it in the main toolbar.Change the resolution to whatever you like and click the 3 dots, select VRay and click OK.

Step 85: To create the scene just create a Plane and extrude the edges until you have something like below.

Step 86: From Create, Light, VRay create 2 VRaylights with the position and settings like in the below image.

Step 87: Press “M” to open Material Editor, select the first slot, click on Standard, chose VRayMtl and click OK.

Step 88: Select the scene and click on Assign material to selection with the VRaymtl selected.

Step 89: Select the 2nd slot, change it to VRayMtl and change the settings of the material like below to create a metal material.

Step 90: Click and Drag the 2nd material to the 3rd slot to clone it. Change it”s name, and in the Maps rollout menu click on None next to Bump, select Bitmap and Open this Image(click to open). You can also change the Bump amount to a bigger number like 80-100.

Step 91: Select the button polygons, Assign the material to selection, click Show Standard Map in Viewport and add a UVW Map modifier. Change the mapping type to Planar or Box. When everything looks OK right click on the Modifier and select Collapse all, click on Yes or simply Convert the object to Editable Poly.

Step 92: Clone the material again, change the name only this time add this Image(click to open) in the Bump slot, assign this material to the other button.

Step 93: Create a new VRayMtl in the 4th slot only instead of 0.94 in reflection glossiness try 0.98-0.99. Apply this material to the phones polygons except the one for the screen.

Step 94: Duplicate the previous created material, rename it and add this image(click to open) in Diffuse slot.

Step 95: With the button polygons selected Assign previously created material to selection and click the Show Standard Map in Viewport. Add an UVW Map modifier. You can also uncheck the Tile boxes and change the Length and Width for the modifier to something smaller.

Step 96: Create a new VRayMtl/Glass, change the settings like below, and assign it to the screen. You can try the reflection glossiness amount of 0.99.

Step 97: With the screen polygons selected, hold down SHIFT and clone them inwards to create the Display. In Material editor create a new material, this time VRayLightMtl, change the Multiplier to 1.5 or 2.0, click on None, chose Bitmap and open one of these 2 displays: Display 1(click to open) and Display 2(click to open). Assign material to Display object.Use UVW Map modifier to position it if needed.

Step 98: For the camera create a new VRayMtl material with the settings like below. Assign it to it.

Step 99: From Create, Camera create a new Target Camera and position it like below. Also press SHIFT F to Show Safe Frame.

Step 100: Press F10 to open Render setup and change the render settings like below. As it”s not viewable in the below image also change the box for Show calc. phase in Light Cache rollout menu.

Step 101: As you can see in the below image i”ve change the phone position and now it”s facing upwards. So, to have some reflection on the screen create a new VrayLight with the settings like below. It”s very important how this light is position if you want to have nice reflections.

Step 102. If you press F9 or click it on the main toolbar you should have something like this:

final

Making of realistic kitchen – 3ds max and vray

Kitchen 1 is a part of bigger project consisting of 31 kitchen interiors of different styles. Modelling was done with 3d Studio Max 2009 and rendered with Vray 1.5SP5. In this tutorial we show You the process of making a classic kitchen, beggining with component modelling through applying textures and ending with lighting and Vray setup.

Modelling.

Interior.

Begin with the floor which is nothing extraordinary and already at this point put on textures and map. That will make choosing right lighting easier.
With the line tool draw the outline of the interior and apply Extrude modifier with 10cm value.

Give MapScaler modifier to the drawn line and apply a material prepared earlier. Material setup below.

Copy the lines which create the floor. New one will be the base to build walls of the interior.

With the line options (right panel) define the height and width of the walls.

Convert the object to Editable Poly and using basic functions build the interior.

Baseboards and profiles on the ceilling and walls are modelled using line tool with Snaps Toggle on. We model stucco utilizing Sweep Profile script.

All other decorations are build based on the same script.

Kitchen front.

It’s the most important piece of the scene. We build it importing .dwg file with board and frame sections.

Using line we draw the frame section.

We create a plane with dimensions corresponding to our kitchen front. The plane we be our auxiliary solid to setup the front.
Extrude the frame section to be a little bigger than the Plane and convert it to Editable Poly.
Cut it at 45 degree angle using Slice Plane and delete expendable polygons.

With mirror tool create a copy of the object. Snaps Toggle comes in handy again allowing us precisely fit these elemnts. Next step is to Attach these two element and join vertexes with Weld. Remember to remove unneeded polygons on meeting spots.

Adjust part of the frame to the Plane.

Copy part of the frame and adjust it to the dimensions of Plane. Side parts of the frame are created by rotating the lower part by 90 degrees.

We fit the height of the frame dragging vertexes and copy the element with Mirror tool.

The board, eg. the inner part of the front, is done with the same pattern. Fronts of other dimensions are completed by dragging vertexes. (Picture below shows a complete front)

Front Material.

Divide the front to three parts with Mesh Select modifier: upper and lower part of the frame, left and right part of the frame and the board. Next map each of these element. In reality every part of frame is made with a separate piece of wood and the put together, that’s why we divide it our model.

Our scene.

Scene we made looks like this.

Camera setup.

VraySun setup.

Other lighting setup.

Vray setup.

Best Regards

Meedo Team.

This tutorial brought to you by Jacek Krupa from  Meedo, you can folow it on facebook

Kids_Room_Interior

How to create a Kids Room with 3ds Max

Hi everyone, this is another tutorial about interior design.
From this tutorial you will learn how to create a Room for kids. We will not be creating to many details, only the important parts as you see above. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats. Let”s move on.

Step 1: We will start this tutorial by modeling the Chair. So, open or Reset 3ds Max and from Create, Shapes create a new Rectangle with 10 Interpolations steps, the Length 50.0cm, the Width 45.0cm and the corner Radius 4.0cm. Right click on the screen and Convert it to Editable Spline.

Step 2: In the Modify tab check the box for Enable in Renderer and Viewport, change the Type to Radial, the Thickness between 1.0cm and 1.5cm and change the number of Side to 12.

Step 3: From the Modifier List add an FFD 2x2x2 modifier. Select the bottom right Control Points and move the to the right using the Select and Move tool.

Step 4: Holding down SHIFT and using the Select and Move tool make a Clone of the object. Move them apart by the amount you want or think it”s right.

Step 5: From Create, Geometry create a Plane with the Width and Length depending on how far apart are the to legs from each other. Convert the Plane to Editable Poly.

Step 6: Go in the Modify tab, select the Edge selection mode, select the edge i”ve selected and Extrude it with an amount of -5.0cm and the Base Width of 0.0cm.

Step 7: Select the same edge, not the one resulted from extrude, and Chamfer it with an amount of 3.0cm and 2 Segments.

Step 8: Select the back edge and also Extrude it with an amount of 40.0cm and a Base Width of 0.0cm.

Step 9: In the Front viewport select the top Vertices and using the Select and Move tool move them to the right a little bit.

Step 10: Now using the Select and Scale tool, select the top 2 vertices and scale

them down to 85 in the X axis direction.

Step 11: Chamfer the back corner edge with an amount of 5.0cm and 3 Segemnts.

Step 12: Select the edges i”ve selected below and Connect them with 6 Segments.

Step 13: In Vertex selection mode select the vertices you see selected below and from the Modifier list apply an FDD 3x3x3 to them.

Step 14: In the Top viewport

select the middle Control Points and using the Select and Move tool move them to the right.

Step 15: To the same thing to the top middle Control Points only this time move them up.

Step 16: Right click on the FDD modifier and chose Collapse to, in the Pop-up window click on Yes. You can also Convert the Object to Editable Poly instead of doing this.

Step 17: Apply another FDD 3x3x3 modifier only this time to the bottom vertices. Move the middle Control Points down.

Step 18: Connect the edges you see selected with 3 Segments.

Step 19: Again, select the edges i”ve selected and Chamfer them with an amount of 2.0cm and1 Segment.

Step 20: Go in Polygon selection mode, select 3 polygons and Inset them with an amount of 0.3cm. After the Inset press Del on your keyboard to Delete them.

Room_Furniture

How to model Living Room Furniture with 3ds Max

Today we will learn how to model Living Room furniture. You will also learn how to create a basic room with illumination. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats. Let”s move on.

Step 1: To start off this tutorial let”s create a simple shelf. To do this, from Create, Geometry, Extended Primitives create a Chamferbox with the Length of 145.0cm, the Width of 85.0cm and the Height of 2.0cm. Set the Fillet amount to 0.1cm and change all the segments to 1. Uncheck the Smooth box. Create another box with the Length 3.0cm, the Width 105.cm and the Height 20.0cm. Change the Fillet amount to 0.1cm. Using the Select and Move tool hold down Shift to clone this last Box. Select it, press Shift and move it down, in Clone Options chose Copy and change the number of clones to 2. Now using the Select and Move tool position the box in all view to fit like below. Note: Press “V” to change viewports.
Press ALT W to switch between 1 viewport and 4 viewports.

Step 2: Select all 4 boxes, click on Group on the main toolbar and select group to group the objects together. Change the name to Simple_Shelf or whatever and click OK. To change the color of the objects just click on little

colored box in Modify tab, select your desired color and click OK.

Step 3: From, Create, Geometry, Standard Primitives create a new Box with the Length of 145.0cm, the Width of 145.0cm and the Height of 30.0cm. Change the Length and Width segments to 3 and the Height segment to 1. To convert the box to Editable Poly right click on the screen and click on Convert to>Convert to Editable Poly.

Step 4: Go in Modify tab and go in Edge selection mode. Select the 4 middle edges and click on Loop, with 32 edges selected click on the little box next to Chamfer, change the amount to 1.0cm and click OK.

Step 5: Select the 10 side polygons and Extrude them with an amount of 2.0cm.

Step 6: Now select the Top and the Bottom polygons and Extrude them with an amount of 3.5cm.

Step 7: Select the polygons you see selected below and Extrude them with an amount of 2.0cm.

Step 8: Again select the polygons you see selected below and Extrude them with an amount of -29.0cm.

Step 9: Go in Edge selection mode and press CTRL A to select all edges, now Chamfer them with an amount of 0.1cm.

Step 10: Create a new Chamferbox with the Length of 48.2cm, the Width of 98.7cm and the Height of 2.0cm. Also make the Fillet amount 0.1cm. Clone it holding down Shift and using the Select and Move tool position the boxes as you see below.

Step 11: Create one new Chamferbox, Length: 0.5cm, Width: 47.1cm, Height: 28.0cm and Fillet: 0.05cm. Fillet segs: 2. Clone it and position both of the boxes as you see below.

Step 12: From Create, Geometry, Standard Primitives create a Cylinder with Radius: 0.3cm, Height 1.2cm, Height Segs: 1, Cap Segs: 2 and Side: 18. Position it right below the previous created box. This will be his holder. Also Convert the Cylinder to Editable Poly.

Step 13: Make a Loop selection of the edges and Chamfer them with an amount of 0.12cm and 10 segments.

Step 14: Go in Element selection mode, select the element, hold down Shift and clone it 3 times. When asked chose Clone to Element. You now should have 2 in one side and 2 in the other, use Select and Rotate to turn them 180 degrees. Add a Smooth modifier from the modifier list and check the box for Autosmooth.

Step 15: Create another Chamferbox with the Length 0.5cm, the Width 50.0cm, the Height 96.3cm and the Fillet 0.05. Also change the Fillet segs to 2. Make a Clone of it and position them to fit the object.

Step 16: Create a new Cylinder with the Radius 2.5cm, the Height 1.6cm, 1 Height segment, 2 Cap segments and 18 Sides. Convert it to Editable Poly.

Step 17: With the new created Cylinder selected and the Box right behind it right click on the screen and click on Hide Unselected. This will all the objects except the Cylinder and the Chamferbox. To unhide them simply select Unhide all.

Step 18: Make a Ring selection of the outer edges and Connect the with 2 Segments.

Bathroom_Furniture

How to model Bathroom furniture with 3ds Max


Hello everyone, from this tutorial you will learn how to model Bathroom furniture. You will also learn how to create a basic room with illumination.  At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats. Let”s move on.

Step 1: We will start this tutorial by creating the Mirror. This will be a simple ChamferBox. To create one go to Create, Geometry, Extended Objects, select ChamferBox and make one with the Length of 50.0cm, the Width of 90.0cm, the Height of 0.5cm and Fillet of 0.1cm and 3 Segments. Note: Press “V” on you keyboard to switch between viewports.

Step 2: To make the Mirror Shelf create

3 new boxes from Create, Geometry, Standard Primitives. For the top one make the Length of 3.5cm, Width 40.0cm and the Height 11.0cm. For the bottom one make the Length  of 3.5, the Width 30.0cm and the Height of 11.0cm. Now for the side one make the Length of 57.0cm, the Width of 3.5cm and the Height of 11.0.cm. Using the Select and Move tool position them like you see below. Note: Press ALT W to switch between 1 and 4 viewports.

Step 3: With one of the boxes selected right click on the screen and select Convert to>Convert to Editable Poly. Go in the Modify tab click on Attach to activate it and click on the other two boxes to attach them together. You can rename this object to Mirror_Shelf. You can also rename the ChamferBox to Mirror.

Step 4: Go in edge selection mode and press CTRL A to select all edges. Click the box next to Chamfer and chamfer the edges with an amount of 0.025cm and 1 segment.

Step 5: To create the mirror light create a new Cylinder from Create, Geometry. Make the Radius of 4.5cm and the Height 0.3cm. Change the Height segments to 1, the Cap segments to 5 and the sides to 18. Convert it to Editable Poly.

Step 6: Select the top 90 polygons and Delete them.

Step 7: Make a Loop selection of the edge you see selected below. Simply select one edge and click Loop. Extrude the selected edges with an Extrusion Height of -0.5cm and an Extrusion Base Width of 0.025cm.

Step 8: With the extruded edges still selected Chamfer them with an amount of 0.1cm and 1 segment.

Step 9: Select every other edge from the middle and Remove them.

Step 10: Select the middle 19 vertices and check the box for Use Soft Selection. Change the Falloff to 2.5cm and the Bubble to 0.9. Using the Select and Move tool move down the selected vertices to create a curve. Uncheck the Use Soft Selection box when you finish.

Step 11: Make a Loop selection of the edges you see selected below. Select on edge from every line and click on Loop like we did in previous steps. Chamfer th edges with an amount of 0.01cm and 1 segment.

Step 12: Add a Turbosmooth modifier from the modifier list. Change the Iteration number to 2 and rename the Cylinder to Mirror_Light. Using the Select and Move tool position the light right below the top box of the shelf.

Step 13: To create the Bathroom cabinet we need to create 3 boxes. The top one with a Length of 45.0cm, the Width 65.0cm and the Height 1.5cm. Now create the side one with the Length of 2.5cm, the Width of 45.0cm and the Height of 50.5cm. Hold down SHIFT and using the Select and Move tool clone this box to the left. For the 3th box make the Length of 45.0cm, the Width of 57.0cm, and the Height of 25.0cm. Duplicate this box 3 times. Using the Select and Move tool position the boxes as you see below.

Step 14: Create a Sphere with the Radius of 20.0cm and 16 Segments. Covert it to Editable Poly.

Step 15: Select the top 64 polygons and Delete them.

Step 16: To center the pivot to the object go to Hierarchy, click Affect Pivot Only and Center to Object. Now using the Select and Scale tool scale the half sphere up to 140 in the X axis direction.

Step 17: Using the Select and Move tool move the half sphere/sink right on top of the cabinet as you see below. After that select all the cabinet objects, right click on the screen and select Hide Unselected. This will hide everything else except the cabinet and the sink. If you select Unhide all, all your objects will be visible again. Get use this because we will use it more in this tutorial. So don”t freak out when some of the objects will not be visible in viewport. This means i”ve hidden them.

Step 18: In the Top view scale down the sink to 95 in the X and Y axis direction using the Select and Scale tool.

Step 19: Go in Border selection mode, select the border and using the Select and Scale tool hold down SHIFT and copy it to 124 in the X and Y axis direction.

Step 20: Now make the vertices planer in the X and Y axis directions like you see below.

Step 21: In polygon selection mode press CTRL A to select all polygons and click on Flip.

Step 22: First Hide Unselected. Second select the Middle polygons and Inset the with an amount of 3.0cm. Delete the polygons after the Inset.

Digital_Photo_Frame

How to model a Digital Photo Frame with 3ds Max

Digital photo frame LG
Digital photo frame LG

 

Hi again, if you will read this tutorial you will learn how to create a Digital Photo Frame. The entire process will be covered, how to model, texture, create materials and render with VRay.  At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats. Let”s move on.

Step 1:  Open or Reset 3ds Max to start this tutorial. From Create> Shapes create a Rectangle with 11 Interpolation steps, the Length of 40.0cm, the Width of 49.0cm and the Corner Radius of 3.5cm. After you”ve created the Rectangle right click on the screen and Convert it to Editable Poly.

Note: This is not real world size of the frame.

Step 2: In the Modify tab go to Polygon selection mode. Select the Polygon(we only have one) and Extrude it with an amount of 0.3cm by clicking the box next to Extrude like you see below.

Step 3: Now Bevel the same polygon with an Height amount of 0.5cm and an Outline amount of -0.6cm.

Step 4: With the last beveled polygon selected click on Detach, check the box for Detach As Clone, change the Name to Front and click OK.

Step 5: Go in Border selection mode, select the Border, we only have one, and click on Cap to create the back polygon.

Step 6: Select the new caped polygon and Detach it as Clone, change it”s name to Back.

Step 7: With our first created object selected right click on the screen and click on Hide Unselected. Doing this we will hide the Front and the Back objects. We will unhide them later when we will work on them.

Step 8: Select the front and the back polygons of our object (not the detached ones) and Inset them like you see below with an amount of 0.3cm.

Step 9: Make a loop selection of the edges, select one of them from each line and click on Loop. After that Chamfer the edges with an amount of 0.075cm and 3 Segments.

Step 10: Right click on the screen and click Unhide all to unhide all of our objects. Select the Front object and again Hide Unselected to hide everything else.

Step 11: Select the left and the right edge and Connect the with 2 Segments and a Pinch of 80.

Step 12: With the new create edges selected Connect them to with 2 Segments and a Pinch of 70.

Step 13: Select the middle Polygon, click on Detach, change it”s name to Display and click OK. Hide it as you”ve learned by now. Also remember to delete the Polygon intersecting with the Display from the Middle object. The middle object is our first create object from witch we detached the Front and the Back.

Step 14: Inset the 4 polygons i”ve selected like you see below with an amount of 0.2cm.

Step 15: From the Modifier list add a Shell modifier with the Outer amount of 015cm, right click on the screen and Convert the object to editable poly or simply right click on the modifier and chose Collapse to…

Step 16: By now you should now how to make a Loop selection. Make one like i”ve made below. Chamfer the edges with an amount of 0.05cm and 3 Segments.

Step 17: Unhide all, select the Back object and Hide Unselected. Go in polygon selection mode and Bevel the Back polygon with an Height amount of 1.5cm and an Outline amount of -0.8cm.

Step 18: Inset the same polygon with an amount of 1.5cm.

Step 19: Make a loop selection of the edges and Chamfer the with an amount of 1.3cm and 8 Segments.

Step 20: In Border selecti0n mode, select the border and Cap it.

Step 21: Inset the caped polygon with an amount of 0.3cm like below.

Step 22: Make a Loop selection of the edges like i”ve did and Chamfer them with an amount of 0.15cm and 3 Segments.

Step 23: From the Modifier list add a Smooth Modifier to of Back object and check the box for Auto Smooth. Add this modifier also to the Middle and the Front objects.

Step 24: Right click and Unhide all of the objects.

Step 25:  To see the object in the viewport more easy you can assign a different color to every one of them by clicking on the small colored square in the top right corner. Simply select an object click on the square, select the color and click OK.

Step 26: To create the Holder of the Frame, from Create, Shapes create a Circle with the Radius of 10.0cm. Check the Boxes for Enable in Renderer and Viewport, change the Type to Rectangular, change  the Length to 0.5cm the Width to 3.0cm. Convert the Circle to Editable Poly.

DVD_Player

How to model a DVD Player with 3ds Max

dvd philips player 3ds model
dvd philips player 3ds model

Hi everyone, from this tutorial we will learn how to create a DVD Player Philips. We wee learn how to model the player, create materials and apply textures and we will also learn how to create a nice render. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats. Let”s move on.

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Step 1: From Create, Shapes select the Rectangle and create a new Rectangle with the Interpolation Steps number of 8, the Length of 18cm, the Width of 201cm and a Corner Radius of 5cm. As you can see there are not the exact measurements of the DVD Player, I”ve made it bigger to navigate more easy in the viewports.

Step 2: In the Modify tab, from the Modifier list add an Extrude modifier with the amount of 130cm. Right click on the screen and Convert the object to Editable Poly.

Note: Press “V” on your keyboard to switch between viewports.

Step 3: Go in Polygon selection mode, select the front polygon and Inset it with an amount of 1.7cm by clicking on the square next to Inset.

Step 4: Extrude the same polygon with an amount of -3.0cm.

Step 5: Inset again with an amount of 1.0cm.

Step 6: With the same polygon selected click on Detach to detach the polygon. Change the name in Detach as to “Front”, check the box for Detach as Clone and click OK.

Step 7: Press “H” to select from scene, or select it form the toolbar, select the Front object and click OK to select it. Change it”s color to green or something by clicking on the colored square in the top right corner.

Step 8: Center the Pivot to the object by going in Hierarchy, clicking on Affect Pivot only to activate it and clicking on Center to Objects.

Step 9: Using the Select and Move tool move the Front object outside a little bit.

Step 10: Go in polygon selection mode and Inset the polygon with an amount of 0.5cm like you see below.

Step 11: Go in Vertex selection move and select the 2 vertices marked below and click on Connect to create a edge between them. Do the exact same thing on the right side.

Step 12: Using the Cut tool create new edges as you see below. To make a Cut click on a vertex from one side and after that click on anther vertex from the other side. Be careful to make the cuts from vertex to vertex not from edge to vertex….

Step 13: Make 3 new cuts on each corner as you see below.

Step 14: From Create, Shapes make a new NGon with 8 side and a Radius of 3.0cm and position it like you see below. We will use this as a reference to create our buttons.

Step 15: Select these 6 edges and Connect them with 1 segment and a Slide of 99.

Step 16: Create one more edge, either by connecting edges, either by cutting them and position them like you see below.

Step 17: Create another edge like you see below.

Step 18: Make a Ring selection like you see below. Select one edge and click on Ring. After that Connect them with 1 segments.

Step 19: Using Cut create these 4 new edges. Remember, Cut from Vertex from Vertex.

Step 20: Select the middle vertex and Chamfer it with an amount of 3cm.

Usb_Memory_Stick

How to model a USB Memory Stick with 3ds Max

USB stick memory 3ds model
USB stick memory 3ds model

Hi people, from this tutorial we will learn how to create a USB Memory Stick with 3ds Max and Vray. We will learn not just how to model the memory stick but we will also create some basic materials and studio render. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats.

Step 1:  From Create, Geometry create a Cylinder with the Radius of 1.5cm and the Height of 1.2cm. Changer the Height and Cap segments to 1 and the Sides to 70.

Step 2: To convert the cylinder to Editable Poly right click on the screen, select Convert to and click on Convert to Editable Poly.Step 3: In Selection rollout menu click on Vertex, select half vertices from the right and using the Select and Move tool move the vertices to the right about 8cm.

Step 4: Select the top and bottom polygons in Polygon selection mode.

Step 5: Click the little box next to Inset and inset the polygons with an amount of 0.6cm.

Step 6: In Edge selection mode select the two edges selected below and click on Loop.

Step 7: Chamfer the looped edges with an amount of 0.5cm and 12 Segments.

Step 8: In Vertex selection mode select the two vertices you see selected and click on Connect.

Step 9: Two the same think for the right vertices and for the other side vertices. You should repeat step 8 four times.

Step 10: Select the edge you see selected and click on Ring.

Step 11: Now connect the ringed edges with 1 segment and a Slide of -75.

Step 12: In Polygon selection mode select the polygons you see selected below and click on Detach. Rename the object to Cap or whatever you want and click OK.

Step 13: Select the new Detached object and using the Select and Move tool to the left. From the Modifier list add a Shell modifier and change the Inner Amount to 0.15cm.

Step 14: From the Modifier list add a Smooth modifier and check the box for AutoSmooth.

Step 15: Select the first object again, go in Border selection mode, select the border and click on Cap.

Step 16: In Polygons selection mode select the new caped polygon. Inset it with an amount of 0.15cm.

Step 17: Extrude the same polygon with an amount of 0.25cm.

Step 18: Inset the polygon again with an amount of 0.1cm.

Step 19: Select the two edges you see selected and click on Loop.

Step 20: Chamfer the looped edges with an amount of 0.01cm and 4 Segments.

Chinese_Table_Set

How to model a Chinese Table Set with 3ds Max

3ds max chinese table set
3ds max chinese table set

In this tutorial i will show you how to create a Chinese Table Set with 3ds Max and Vray.

I will model the, the chopsticks holder, a bowl, a plate, a plateau and a table rug. After you finish this tutorial your image should be similar with the one above. If you follow this tutorial well you should achieve an image like the one above. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats.

Step 1: First we will create the chopsticks. So in front viewport, form Create, Geometry create a plane with 2 Length and Width segments and the Length and Width amount should be 0.6cm. Right click to convert the plane to Editable Poly.

Note: Press “V” on your keyboard to switch between viewports.

Step 2: In Modify tab go to edge selection mode and using the Connect or Cut tool create the edges you see i have selected bellow. To make a cut simply click where to start and where to end. To connect edges, select 2 or more edges and click on Connect.

Step 3: In Vertex selection mode select the corner vertices and using the Select and Scale tool scale the vertices down a little bit in X and Y axis direction. You can see the amount of scaling at the bottom of the screen.

Step 4: Add a Shell modifier and change the Inner amount to 23cm.

Step 5: Convert the object to Editable Poly. Right click, Convert to> Convert to Editable Poly. Go in vertex selection mode and select the vertices from one end of the object. Using the Select and Scale tool scale down the vertices to 40.

Step 6: Select all the middle edges and click on the little box next to connect. Connect the edges with to segments and a Pinch of 99.

Step 7: Go in polygon selection mode and press CTRL A to select them all. In Polygon: Smoothing groups rollout menu first click on Clear All to reset the existing smoothing groups and after that click on 1 to apply a smoothing group.

Step 8: It”s time to create the chopsticks holder. In front viewport from Create, Geometry create a Cylinder with the Radius amount of 0.5cm and the Height of 4.0cm. Change the Height segments to 2, the Cap segments to 1, and the Sides to 20.

Step 9: Convert to Cylinder to Editable Poly and in Polygon selection mode select the end polygons. Inset them with an amount of 0.05cm.

Step 10: Create the

middle edges or vertices and scale them down using the Select and Scale tool to 45.

Step 11: Chamfer the middle edges with an amount of 0.4cm and 1 segments.

Step 12: Select the middle polygons and Extrude them with an amount of -0.06cm and change the extrusion type to Local Normal.

Step 13: Using the Loop tool in edge selection mode make a loop selection of the edge you see selected below. Chamfer them with an amount of 0.015cm and 1 segment.

Step 14: From the Modifier list add a Smooth modifier. Check the Box for Auto Smooth.

Step 14: We will create the bowl now. From Create, Shapes create a Line like the one you see below.

Step 16: In vertex selection mode use the Fillet tool and Fillet the vertices as you see below. To apply a fillet simply click on it to activate it, click and drag on the vertex to apply it.

Step 17: From the Modifier list add a Lathe modifier. Check the box for Weld Core and change the number of segments to 48.

HTC_Tattoo_3ds_Max_Tutorial

How to model a HTC Tattoo, android phone, with 3ds Max

3ds model HTC Tatto phone
3ds model HTC Tatto phone

In this tutorial i will show you how to create an Android phone, the HTC Tattoo model, in 3ds Max and VRay. We will cover both parts, modeling and rendering.
If you follow this tutorial well you should achieve an image like the one above. At bottom of tutorial you will find link to download sample of this tutorial in .max, .3ds, .obj formats.

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