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3DsMax

Completing the Main Body 3Ds Max

Continue with the previous chapter’s exercise scene file, or open the Soldier_ V05.maxscene file in the Scenesfolder of the Soldier project from the book’s web page at www.sybex.com/go/3dsmax2013essentials. To create the other half of the model you have so far, as shown in Figure 8.1, you are going to use …

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Fixing upthe Body 3Ds Max

Continue with the previous exercise’s scene file, or open the Soldier_V04.max scene file in the Scenesfolder of the Soldier project from the book’s web page. 1. The pelvis looks a bit funky. You need to streamline the mesh by combining some edges. Select the vertical edges at the waist (select …

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Creating the Legs 3Ds Max

Continue with the previous exercise’s scene file, or open the Soldier_V03.max scene file in the Scenesfolder of the Soldier project downloaded from the book’s web page. 1. In Edge mode, select the bottommost loop of edges on the model’s torso. Now hold Shift+Move (hold down the Shift key while moving …

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Creating the Arms 3Ds Max

Continue with the previous exercise’s scene file, or open the Soldier_V02.max scene file in the Scenesfile of the Soldier project on the book’s web page. 1. In Border mode, select the armhole’s border, then hold down the Shift key, and with the Move tool, drag out from the body on …

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Forming the torso 3Ds Max

The basic structure for the torso will begin with a simple box primitive. After converting the box into an editable poly, you will use the Mirror tool on the object so that any manipulations performed on one side are also performed on the other. You will begin forming the basic …

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Adding the Materials 3Ds Max

At this point, the reference materials are texture-mapped onto the planes to provide a reference inside the scene itself while you model the character. Therefore, it’s critical to ensure that the features of the character that appear in both reference images (the front and the side) are at the same …

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Parent and Child objects 3Ds Max

To animate the knife and target together, the knife has to be linked to the target so that when the target is animated to push back upon impact, the knife will follow precisely since it is stuck in the target. Doing this won’t mess up the existing animation of the …

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Following through 3Ds Max

The knife needs more weight. A great way to show that in animation is by adding follow-through; have the knife sink into the target a little bit and push back the target. To add follow-through to your animation, use these steps: 1. You want to sink the knife into the …

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Adding Anticipation 3Ds Max

Now let’s animate the knife to create anticipation,as if an invisible hand holding the knife pulled back just before throwing it to get more strength in the throw. This anticipation, although it’s a small detail, adds a level of nuance to the animation that enhances the total effect. Follow these …

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Adding Rotation 3Ds Max

Throwing knives is usually a bad idea, but you can throw something else at a target (the inanimate kind) to see how to animate your knife. You’ll find that the object will rotate once or twice before it hits its target. To add rotation to your knife, follow these steps: …

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