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3ds Max® 2008 Bible by Kelly L. Murdock

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Chapter 10. Learning Modeling Basics and Working with Subobjects and Helpers

IN THIS CHAPTER

  • Understanding the modeling types

  • Using normals

  • Working with subobjects

  • Soft selecting

  • Using helper objects and utilities

Modeling is the process of pure creation. Whether it is sculpting, building with blocks, construction work, carving, architecture, or advanced injection molding, many different ways exist for creating objects. Max includes many different model types and even more ways to work with these model types.

This chapter introduces the various modeling methods in Max. It also explains the common modeling components, including normals and subobjects. The chapter also covers many utilities and helpers that, well, help as you begin to model objects. The purpose of this chapter is to whet your whistle for modeling and to cover some of the general concepts that apply to all models. More specific details on the various modeling types are presented in the subsequent chapters, so onward into the realm of creation.

Exploring the Model Types

You can climb a mountain in many ways, and you can model one in many ways. You can make a mountain model out of primitive objects like blocks, cubes, and spheres, or you can create one as a polygon mesh. As your experience grows, you discover that some objects are easier to model using one method and some are easier using another. Max offers several different modeling types to handle various modeling situations.

Parametric objects versus editable objects

All geometric ...

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