The kitchen cabinets
you will create in this tutorial are based on the dimensions provided
in the next diagram. In North America, the standard for kitchen
cabinet height and width is inches, in increments of three. This
diagram therefore uses feet and inches rather than metric units
of measure.
The diagram includes
variable dimensions to account for varying cabinet width and height.
Possible cabinet width
starts at 9 inches and increases incrementally by 3 inches to a
total of 36 inches per cabinet.
The height of wall cabinets
can be as little as 12 inches, increasing by 3 inches up to 30 inches,
with one more dimension possible at 39 inches.
The standard height of
a base cabinet is 34.5 inches, plus 1.5 inches for the countertop.
For most structures,
93 inches is the maximum height from the top of a variable-sized
wall cabinet to the floor.
With the diagram as a
guide, you will use modeling tools from the ribbon to create a group
of cabinets of various sizes.
To start, you will build
a base cabinet 18 inches wide.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to
the \scenes\modeling\kitchen_cabinets folder,
and open kitcab_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
The scene contains no
geometry, but its units have been set up to use U.S. Standard feet
and fractional inches measured in 1/32 of an inch. The scene also
contains materials for the cabinets.
By default, a minimized
version of the Graphite Modeling ribbon displays directly below
the main toolbar.
NoteThis lesson provides
descriptions for workstations using a default ribbon toolbar display.
The ribbon on your workstation might display differently if you
customized it in a previous 3ds Max Design session.
- Click the expand/minimize icon a few
times until the full ribbon displays.
The Polygon Modeling
tab displays with deactivated tools, since no polygon model exists
in the scene.
Create the left cabinet board:
- Activate the Perspective viewport, then
press Alt+W to maximize
it.
- On the Create panel, click (Geometry), then on the
Object Type rollout, click Box.
- In a viewport, drag out a box of any
size.
- Go to the Modify panel, and on the
Parameters rollout, set Length to 21.0, Width
to 0.75, and Height to 34.5.
As soon as you type in
the values, they are converted to inches and fractions of 1/32 inch,
based on the unit setup specified in the scene file.
TipAs you go through
these lessons, it might help to remember that 0.75” = 24/32”.
- On the main toolbar, click (Select And Move), then on
the status bar, right-click the X and Y transform spinners to set
each of them to 0.0. (The Z value should already
be 0.0: Make sure that it is.)
The center of the box
is now at the center of the world coordinates.
- Go to the Hierarchy panel, and in
the Adjust Pivot rollout Move/Rotate/Scale
group, click Affect Object Only.
Now, if you move the
object, its geometry moves but its pivot point remains unchanged
at the center of the world.
- In the Y transform box, type –10.5, which
is equal to half the length of the box. Press Enter.
The back face of the
box and the pivot point are now both at the center of the world.
The cabinet you are about to create from this object will now be
much easier to manipulate.
- Click Affect Object Only again to turn
it off.
Add polygon edges:
Next, you’ll add edges
to your object. These edges will create the polygon faces you will
need for extrusions later in the modeling.
- Make sure the box is selected, right-click
it, and from the Transform (lower-right) quadrant of the quad menu
choose Convert To Convert
To Editable Poly.
The ribbon updates to
display a range of polygon-editing tools.
- On the ribbon Polygon Modeling panel, click (Edge).
- Drag a selection region
across the center of the box to select all its vertical edges.
- On the ribbon Loops panel, click (Connect).
This connects all selected
edges by drawing a loop around them through their midpoints.
- On the main toolbar, click (Select And Move), and in
the Z transform field, type 4.5, then press Enter.
This moves the new connecting
edges closer to the floor.
- On the ribbon Polygon Modeling panel, click (Polygon).
- Click to select the upper
face on the front of the panel.
- On the ribbon Polygons panel, Shift+click (Extrude).
(When you Shift+click one of these tools, 3ds Max Design displays
the caddy controls for that tool.)
- On the second control of the Extrude
caddy, Height, set the value to 2.5, then click (OK).
Now you need to add more
detail to the side of the box so you can later connect this panel
to the rest of the model.
Add detail to the left board:
You continue by adding
an edge toward the rear of the box to allow for the inclusion of
a back panel to the cabinet that is 0.75 inches thick.
- On the ribbon Polygon Modeling panel, click (Edge) once more.
- On the ribbon Edit panel, click (SwiftLoop).
Now, as you position
your cursor near an edge, a green virtual loop displays. This helps
you visualize the placement of the loop.
- In the viewport, click a horizontal polygon
edge.
3ds Max Design creates a
loop perpendicular to the edge you clicked. This method is a fast
way to create and position a loop on a model.
Based on the diagram,
you want the loop to be positioned 0.75 inches from the back edge
of the box.
- On the main toolbar, click (Select And Move), then in
the Y transform field, type –0.75.
NoteActivating Select
And Move turns off SwiftLoop.
- On the ribbon Edit panel, click (SwiftLoop) to turn it on
again.
- In the viewport, click a vertical edge
anywhere in the upper part of the panel.
- On the main toolbar, click (Select And Move), then in
the Z transform field, type 5.25.
This value represents
the height of the toe space created by the extrusion in step 7,
plus the thickness of the cabinet floor board you will soon create.
- On the ribbon Edit panel, click (SwiftLoop) again.
- In the viewport, click a vertical edge
anywhere in the upper part of the panel.
- On the main toolbar, click (Select And Move), then in
the Z transform field, type 33.75.
This value represents
the height of the base cabinet, less the 0.75-inch thickness of
the four-inch support boards you will soon create.
- On the ribbon Edit panel, click (SwiftLoop), then click
a horizontal edge anywhere around the midpoint of the panel.
- On the main toolbar, click (Select And Move), then in
the Y transform field, type –4.75.
This represents the width
of the support board, plus the thickness of the rear cabinet board.
- Place another vertical loop,
then on the main toolbar, click (Select And Move), and in
the Y transform field, type –19.5.
This represents the width
of the support board, less the length of the side cabinet board.
Now you have all the
subdivisions required to build upon this cabinet component.
Create the opposite side of the cabinet:
- On the ribbon Polygon Modeling panel, turn off (Edge) to exit the Edge
sub-object level.
- From the Edit menu, choose Clone. In
the Clone Options dialog Object
group, turn on Copy, and then click OK.
- Turn on (Select And Move). On the
X transform box, type 17.25.
The width of the cabinet
you are building is 18 inches, measured from the outside left of
the cabinet to the outside right. Therefore, the value of 17.25
represents the full 18 inches, less half the width of the left and
half the width of the right cabinet boards (which combined, equal 0.75
inches).
- In the viewport, select the original cabinet
board, on the left, and on the ribbon Geometry panel, click (Attach) to turn it on.
- In the viewport, click the right (cloned)
cabinet board.
This combines both boards
into a single object.
Create the counter supports:
- On the ribbon Polygon Modeling panel, click (Polygon), then click an empty part of the viewport
to make sure no polygons are selected.
- Click and Ctrl+click the two polygons at the
upper-right corner of the panel on the right. This is where the
front counter support will be attached.
- Orbit so you can see the
corresponding corner polygons on the inside of the left panel, then Ctrl+click
to select these as well.
- On the ribbon Polygons panel, click (Bridge).
3ds Max Design connects the
selected polygons to one another.
- Press Shift+Z to
undo the view change.
- Click to select the single
polygon where the other counter support will be attached. Don’t
select the small face at the very rear of the cabinet.
- Orbit again so you can see
the corresponding face on the inside of the panel on the left, then Ctrl+click
to select this polygon as well. (Once again, don’t select the small
polygon at the very rear of the cabinet.)
- Click (Bridge) again.
3ds Max Design creates the
rear counter support.
- Click an empty area of the
viewport to deselect the polygons from the previous step.
Create the back of the cabinet:
- Orbit, zoom, and pan the view so you can
see the rear of the cabinet and the inside of the panel on the right.
- On the ribbon Modify Selection panel drop-down portion, click (Step Mode) to turn it on.
When Step mode is on,
selecting two sub-objects (in this case, polygons) also selects
the polygons along the shortest path between the two sub-objects.
- Click to select the inside
top-left polygon at the back of the cabinet, then Ctrl+click the inside bottom-left
polygon.
- Orbit, then Ctrl+click
to select the vertical loop of corresponding polygons on the opposite
side of the back of the cabinet.
- Click (Bridge).
- Deselect the back cabinet
board you just created, then orbit so you can see the
front of the cabinet again (or press Shift+Z a
number of times to undo your view changes).
Create the bottom shelf and base board:
- Click and to select the
leading polygon at the bottom of the overhanging portion of the
panel, as shown in the next illustration.
- Orbit, then Ctrl+click
to select the corresponding polygon on the other side of the cabinet.
3ds Max Design selects a
loop of polygons that runs around the inside of the bottom of the
cabinet.
- Alt+click
to deselect the polygon on the inside of the back cabinet board.
- Click (Bridge).
3ds Max Design creates the
bottom shelf.
The only task that remains
to complete the cabinet body is the base board or “kick plate.”
- Click (Step Mode) again to turn
it off.
- Click and Ctrl+click to select the left and
right polygons at the base of the cabinet.
- On the ribbon Polygons panel, Shift+click (Extrude).
- On the second caddy control for the Extrude
tool, Height, set the value to 0.75 and then
click (OK).
- Click an empty area of the
viewport to deselect all polygons.
- Orbit so you can see the
inner faces at the bottom of the cabinet.
- Click and Ctrl+click
the inside faces of the left and right polygon extrusions you just
created.
- On the ribbon Polygons panel, click (Bridge).
Next, you will remove
a number of edges that, while important to this point for polygon
creation, are no longer needed.
Remove excess edges:
- On the ViewCube, click the Home icon,
then zoom and pan so you have a good perspective
view of the cabinet.
- On the ribbon Polygon Modeling panel, click (Edge).
- On the Modify Selection panel, click (Loop Mode).
Any edge you now select,
will also select all the other edges in the loop it is part of.
- Click the edge shown in
the next illustration.
- On the ribbon Loops panel, Ctrl+click (Remove Loop).
By Ctrl+clicking, you are removing both
the loop, and any vertices created by the loop.
- Continue to select edge loops on the
side of the cabinet and Ctrl+click (Remove Loop) until the side
panel appears to be a single piece of wood again, as shown in the
next illustration.
- Using the same technique, remove the edge loops on
the inside of the other panel of the cabinet.
- Click and Ctrl+click the edges on each side
of the kick plate, then Ctrl+click (Remove Loop).
- Orbit the cabinet to see
its opposite side, then select and delete the loop
toward the back of the board.
- On the ribbon Polygon Modeling panel, click (Edge) to exit the Edge
sub-object mode.
Reposition the pivot point:
Now you will move the
pivot point from its current position at the bottom-left corner
of the cabinet to the bottom midpoint of its backboard. By doing
this, you will make it easier to attach the cabinet to its required position
in a scene.
- Go to the Hierarchy panel, and in
the Adjust Pivot rollout Move/Rotate/Scale
group, click Affect Pivot Only to turn it on.
- On the main toolbar, click (Align), then in the viewport,
click the cabinet.
- In the Align Selection dialog Align Position (World)
group, make sure X Position is on and Y Position and Z Position
are off. In the Current Object group, choose Pivot Point and in
the Target Object group, choose Center, then click OK.
- Click Affect Pivot Only again to exit
pivot-translation mode.
- With Move active, in the status
bar transform fields, right-click
the X spinner arrows to move the cabinet back to the world origin
coordinates (0,0,0).
Create a shelf:
- On the Create panel, click (Geometry), then on the
Object Type rollout, click Box.
- In the viewport, drag out a box of any
size.
- In the Parameters rollout, set Length
to 12.0, which will be the depth
of the shelf. Set Width to 16 3/8, and
Height to 0.75, which is the thickness of
the cabinet boards.
The Width is based on
the full width of the cabinet (18 inches), less the 3/4 inch width
of each side board, less another 1/8 inch space to provide room
to remove the shelf, if needed.
- On the main toolbar, click (Align), then in the viewport,
click the cabinet.
- In the Align Selection dialog Align Position (World)
group, turn on X Position, Y Position, and Z Position. In the Current
Object and Target Object groups, choose Center, then click OK.
- On the main toolbar, click (Select And Move), then move
the shelf on its Y axis until it is touching the backboard.
- Select the cabinet.
- On the ribbon Polygon Modeling panel, click Modify Mode.
When active, Modify Mode
makes the entire array of Graphite Modeling Tools available.
- On the Geometry panel, click (Attach), then in the viewport,
click the shelf.
This makes the shelf
and the cabinet both part of a single object.
Assign material IDs:
Now you will assign material
IDs to the cabinet polygons so they can receive different types
of materials.
- On the main toolbar, click (Material Editor) to open the
Compact Material Editor.
NoteThere are two versions
of the Material Editor: the Compact interface, and the Slate interface.
The Slate version is more versatile when you are designing materials,
while the Compact version is a bit more convenient when you just
need to assign existing materials.
- Click the top-left sample slot to make
it active. The material in this slot is named Cabinets.
- In the Material Editor, click (Assign Material To Selection).
- Close the Compact Material
Editor.
- On the ribbon Polygon Modeling panel, click (Polygon).
- Press Ctrl+A to
select all the polygons in the cabinet.
- On the ribbon Properties panel drop-down portion, click (MatIDs).
3ds Max Design opens a Set
ID dialog.
- On the Set ID dialog, type 1 in
the Set ID field, then press Enter.
- Close the Set ID dialog.
- Click an empty part of the viewport to
deselect all polygons, then click and Ctrl+click to select the polygons
that face forward, as shown in the next illustration.
- On the ribbon Properties panel drop-down portion, click (MatIDs) once more.
- On the Set ID dialog, type 2 in
the Set ID field, then press Enter.
- Close the Set ID dialog.
- Click an empty part of the viewport to
deselect the polygons.
The front faces of the
cabinet now have a sub-material that is distinct from the sub-material
on the rest of the cabinet.
- On the ribbon Polygon Modeling panel, turn off (Polygon) to exit the Polygon
sub-object level.