marți, 8 ianuarie 2013

Apple iPad 3ds Max 2010 tutorial

Hello again! This time you will learn to create a Apple iPad using 3ds Max 2010. You will first begin with modeling the Apple iPad using simple object: Chamfer Box, then texturing the tablet. I hope this will be very useful for beginners. Enjoy it!
Step 1: In Front viewport, create a Chamfer Box, with the very same dimension like in image below.
Step 2: Select object, right click and convert into Editable Poly, go to Modify tab, activate Polygon selection, in Left viewport select almost half of object (as in the image below), then press Del to remove these polygons. 
Step 3: Change to vertex selection mode. In Left viewport, select all vertices at the mostleft. Activate Soft Selection. Set Falloff to 32. Use the Select And Uniform Scale tool and minimize selected vertices like right image below. When finished, turn off Soft selection.
Step 4: Change selection to Border.
- select Border (don't worry, you wont be mistaken, this object has only one border). Activate Select and Uniform Scale tool.
- hold Shift and drag selected border in Front viewport to create new polygons inside.
- hold Shift and in Left viewport move selected border a little bit to the left.
- In Edit Borders rollout, press Cap button o fill the hole.
Step 5: Now, creating buttons. In Left viewport, create one Chamfer Box. Using parameter below you will create longer button. Select Chamfer Box, hold shift and move Chamfer Box up to create one clone. In Modify tab, reduce its sements and lenght values to create smaller Chamfer Box. Select longer Chamfer Box, right click, and convert into Editable Poly. Go to vertex mode, in front viewport, select vertices iin the middle and using Select and Uniform Scale tool in horizontal axis narrow vertices distance. In Front viewport, clone samll Chamfer Box to make top button. Arange all button to their position.

Step 6: Select Apple iPad Object (the biggest Box), activate Polygon selection, select the polygon that will be the screen. In Edit Geometry rollout, click Detach button and separate as a new boject. Name it "screen". This procedure will help us to texture the object and helps us to work "clean".
Step 7: Now is time for materials. Open Material Editor (press M on your keyboard). Select one unused slot. Name this material "screen". Click small button next to Diffuse. In opened window choose bitmap and choose the screen texture(you can find a lot on the internet). Apply this material to "screen" object. Repeat the same process to create the "back" material. For the three buttons create a simple black material by changing Diffuse color to black.
Step 8: When you render the scene,  you may find the material is not visible in the scene. To fix this, select Screen object, go to Modify tab, and apply from the list UVW Mapping modifier. Repeat the same process with "back" object.
That it is! Congratulation! Use the setting that I teached you to render the object. Here is my result:


Niciun comentariu:

Trimiteți un comentariu

Go to the TOP of the page