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  • Modeling with NURBS on 3D Studio Max

    Author: 2007-06-21 09:22:20 From:

    Step 1) Creating shapes

     

    Figure 1

    Starting from the menu CREATE -> SHAPE chooses NURBS you Curve -> Point Curves. You should draw 2 basic shapes with the opening in ellipse form. The internal shape should be attached to the external shape. For that, enter in MODIFY PANEL to tie the two shapes (figure 1) that will just form a curved NURBS. Soon after, click in EDIT STACK and choose convert to: NURBS surface, and again use attach to tie all the lines. Type <S> to turn on Snap, because it is important that the distance among the shapes is the same, it will maintain the symmetry of the object and its control vertexes ( figure 2).

    Figure 2

    Step 2) Using Create Uloft Surface

    Figure 3

    With the selected shapes it calls Mofify Panel -> NURBS CREATION TOOLBOX ( figure 3) and click in the icon ULoft. Click in the first shape (the sharpener of the mouse becomes a cross) and soon after in the next corresponding shape. You should make this for external and internal shapes, that later help to form the hole.

    Figure 4

    Still in NURBS CREATION TOOLBOX, click in Blend Surface. You will notice that should just apply Blend in the lateral shapes. Give the first click in the external ellipse from shape and the second in the ellipse it interns, creating the faces and closing the object as showed the ( figure 4 ). In the Viewport configuration, choice force 2-sided, because the normal can be inverted, harming the visualization.

     

    Step 4) Moving points

     


    Figure 5

    Figure 6

    There is two ways to edit object:
    1. 1) to move the points corresponding to the curves, choosing Sub-Object -> Point as exhibition the ( figure5 ). This edition type is quite efficient because it maintains few points, what provides it good clarity for edition 3D Studio MAX Tutorials - in the illustration 5 the points were selected for if they turn visible. In this object this resource was only used, but if it is necessary some fine adjustment, the next method can be more suitable.

    2. 2) in Modify Panel it chooses Sub-Object -> Surface and soon after click in the object, (the lines turn red). You selected. Now, it should click in MAKE INDEPENDENT. Return to menu Roll-out at Sub-Object and choose Surface-CV. The figure 6 shows the control vertexes in green color. Attention: Surface-CV will only be available in the menu roll-out after the procedure MAKE INDEPENDENT.

     

    Step 5) Creating the screw-cap

     


    Figure 7

    In the menu CREATE -> Standard Primitives creates a cylinder and transform it in NURBS for MODIFY -> Edit Stack. Soon after, edit control vertexes as shown in the ( figure 7 ) and position the Cylinder (screw-cap) in the superior position, centralizing it. The grooves of the cover and the label are textures with bump map. I hope to have collaborated so that the subject NURBS is better understood.3D Studio MAX Tutorials

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