In this lesson, you will
create the basic geometry of the model, then use 3ds Max Design modifiers
to give the object a distinctive shape.
Set up the lesson:
Create the tower object:
- On the Create panel, click (Geometry), then in the
Object Type rollout, click Box.
- In the Perspective view, click and drag
diagonally at the center of the ground object to set the width and
depth of the box. Release the mouse button and drag upwards to set
the height. Click a final time to complete the box.
Do not worry about dragging
the box to an exact width, depth, or height. You will set these
parameters in the next step.
- On the Modify panel Parameters rollout,
set the parameters of the box as follows:
NoteNormally, a building
300 meters in height would be divided into 100 height segments to
create floors of three meters each, but in this tutorial the value
is halved to make for easier polygon selection.
- On the Name And Color rollout, change
the name of the object to Building 1 - Glazing.
This name change is appropriate,
since you will later be applying a glazing material to this object.
- From the Modifier List Object-Space Modifiers section, choose Taper.
- On the Parameters rollout, set Amount
to –0.45 and Curve to –0.9.
The negative Amount value
tapers the building inwards at the top. The negative Curve value
pulls the sides of the building in, as shown in the next illustration.
Next, you want to give
the tower a twist.
- From the Modifier List Object-Space Modifiers section, choose Twist.
- On the Parameters rollout Twist group, set Angle
to 90.0 and Bias to 45.0.
The 90-degree Twist value
creates a quarter turn of the building. The Bias value of 45 causes
the twist to start part-way up the side of the building, rather
than immediately at its base.
- To give the building a serpent-like quality,
from the Modifier List, choose FFD(Box). FFD modifiers surround
the selected geometry with an adjustable lattice box.
- On the FFD Parameters rollout Dimensions group, click
Set Number Of Points.
- In the Set FFD Dimensions dialog, set
the parameters as follows to set the number of control points for
the lattice used to deform the structure:
- Length=2
- Width=2
- Height=7
- In the modifier stack, click the plus-sign icon to expand
the FFD(Box) modifier hierarchy. Click to choose Control Points.
This lets you select
and manipulate the lattice control points you defined in the previous
step.
- In the Front view, create the serpent
effect by dragging a box to select
the top row of control points, then holding down Ctrl and dragging another box to
select the fourth row of control points.
- Click (Select And Move), then
drag right slightly, as shown in the next illustration.
- Exit the FFD Control Point sub-object
level by clicking the main modifier entry: FFD (Box) 2x2x7 in the
Modifier stack.
Now you are ready to
create the mullions.
Save your work:
- Save the scene as my_building_shaped.max.