If your cabinet doors
require flat, uniform surfaces, you can create them using the polygon
modeling techniques covered so far in this tutorial. However, if
you need to add more detail, you can use extrusions and bevel profiling
as this lesson shows.
Set up the lesson:
- Continue working on your scene from the
previous lesson, or open kitcab_2.max.
Create a basic door:
- In the viewport, switch to Front view
in Wireframe mode.
- Zoom in to the base cabinet
and on the main toolbar, click to turn on (3D Snaps Toggle), then
right-click the same button to display the Grid And Snap Settings
dialog.
- Activate the Snaps tab, click Clear All,
turn on Vertex, then close the dialog.
- On the Create panel, click (Geometry), then on the
Object Type rollout, click Box.
- In the viewport, drag out a box until
it covers the front of the cabinet. Be sure not to cover the kick
plate area as you create the box.
- On the Parameters rollout, set Height
to 0.5.
This is slightly less
than the 0.75-inch board thickness we’ve used elsewhere in the cabinet.
You will increase the door thickness later on when you use extrusion
to add detail to the door surface.
- On the main toolbar, click (3D Snaps Toggle) again to
exit snap mode, then click (Select And Move).
- In the viewport, switch to a Top view
with Smooth + Highlights, and move the door on its Y axis so that
it is slightly separated from the cabinet.
Use an extrusion to create a simple inset:
- Right-click the door and from the Transform
(lower-right) quadrant, choose Convert To Convert To Editable Poly.
- Use the ViewCube to switch to the Home
(Perspective) view, and on the ribbon Polygon Modeling panel, turn on (Polygon).
- In the viewport, select the front face of
the door and on the ribbon Polygons
panel, Shift+click (Inset).
3ds Max Design displays the
caddy controls for the Inset tool.
- On the second control of the Inset caddy,
Amount, set the value to 3.0, and then click (OK).
This creates a three-inch
inset for the selected polygon.
- Click an empty area of the
viewport to deselect all polygons, then click and Ctrl+click to select the polygons
that surround the inset. On the ribbon Polygon panel, Shift+click (Extrude).
- On caddy for the Extrude Polygons tool,
set the second control, Height, to 0.25, and then
click (OK).
This creates a simple
door with a center panel that is recessed by one quarter inch.
- On the ribbon Polygon Modeling panel, click (Edge).
- On the ribbon Modify Selection panel, click (Loop Mode).
- Click one of the edges that
surround the inset panel.
3ds Max Design selects a
loop around the perimeter of the panel inset.
- On the ribbon Edges panel, Shift+click (Chamfer).
- On the first control of the caddy for
the Chamfer tool, Edge Chamfer Amount, change the value to 0 2/32,
and then click (OK).
The inside edge of the
raised panel now has a slight bevel to it.
- Select the outside edge
of the door and click (Chamfer) to bevel the edge
of the cabinet door. (You don’t need to Shift+click
this time: The Chamfer tool will use the same value as the last
time you used it.)
A combination of extrusion
and chamfering is an effective way to produce a straightforward
door. If you prefer to add even more detail, you can do so by means
of a beveled profile.
Use bevel profiling to add detail:
In this procedure, you
will backtrack and create an entirely new cabinet door using the
Bevel Profile modifier and two 2D splines.
- On the ribbon Polygon Modeling panel, turn off (Edge) to exit the Edge
sub-object level, then in the viewport, select the cabinet door
you created in this lesson and press Delete.
- Switch to a Front view and zoom in on the lower cabinet.
- On the Create panel, click (Shapes), then on the Object
Type rollout, click Rectangle.
- On the main toolbar, turn on (3D Snaps Toggle).
- In the viewport, drag out a rectangle
so it covers the front of the cabinet, then right-click to end object
creation. As you draw the rectangle, be sure not to cover the kick
plate area.
You will use this rectangle
as one of the two splines you’ll need to create the bevel profile.
This spline will define the bevel area.
- On the main toolbar, turn off (3D Snaps Toggle).
- In the viewport, use the ViewCube to
return to the Home (Perspective) view.
- Go to the Modify panel, and on the
Parameters rollout, set Length to 29 7/8 and Width
to 17 7/8.
You now need to add a
second spline, one that will define the shape of the bevel itself.
You can draw the spline yourself, or use the line tool to trace
over images of existing molding profiles, as shown in the next illustration.
Your kitcab_2.max scene file already contains
three splines, ready for you to use.
- Right-click an empty area of the main
toolbar and choose Layers.
- On the Layers toolbar, open the Layers
list, and click the light-bulb icon for the Profiles layer to unhide
the profile splines.
The three splines appear
at floor level, off to the right of the cabinets.
- If you need to, zoom out until the profile
splines are visible.
- Close the Layers toolbar.
- In the viewport, make sure the rectangle
you created earlier is still selected, and from the Modify panel Modifier List, choose
Bevel Profile.
- On the parameters rollout, click Pick
Profile.
- Click a profile spline and view the result
on the cabinet door.
- Continue to click Pick Profile and then
different splines to see their effect on the door. Stop at Profile
B.
Create a bevelled door for the upper
cabinet:
- Switch to a Front view and zoom in on the upper cabinet.
- On the Create panel, click (Shapes), then on the Object
Type rollout, click Rectangle.
- On the main toolbar, turn on (3D Snaps Toggle).
- In the viewport, drag out a rectangle
so it covers the front of the upper cabinet.
- On the main toolbar, turn off (3D Snaps Toggle).
- In the viewport, use the ViewCube to
return to the Home (Perspective) view, then pan down so you can see
all of the upper cabinet.
- Go to the Modify panel. On the Parameters
rollout, set Length to 38 7/8 and Width to 17
7/8.
- From the Modifier List, choose Bevel
Profile.
- On the parameters rollout, turn Pick
Profile, and in the viewport, click Profile B.
Next, you will adjust
the pivot points so you will be able to open the doors properly.
Adjust the door pivot points:
- Switch to a Front view, go to the Hierarchy panel, and in
the Adjust Pivot rollout Move/Rotate/Scale group,
turn on Affect Pivot Only.
- Right-click the upper cabinet door and
choose Transform Move.
- Drag the pivot on its X axis to the far
left side of the door.
- Click Affect Pivot Only again to turn
it off, and on the main toolbar, right-click the upper cabinet door
again and choose Transform Rotate.
- In Perspective view, rotate the door
on its Y axis to see the result.
- Repeat steps 1 to 5 for the lower cabinet
door.
- Return the doors to their closed positions.
To this point, you have
adjusted the pivots so the doors appear to move on hinges. Next,
you’ll modify the cabinets for situations when you don’t need to
open the doors.
Make the doors fixed:
- Right-click the lower cabinet door, then
from the Transform (lower-right) quadrant, choose Convert To Convert To Editable
Poly.
- In the viewport, select the lower cabinet.
On the ribbon Geometry
panel, click (Attach), then click the
lower door.
This attaches the lower
door to the rest of the cabinet.
- Repeat steps 1 and 2 for the upper door.
Set the material properties for the doors:
- Turn on (Polygon).
- Region-select all the polygons
in the lower door.
(If the region chooses
faces not part of the door, use Alt+click
to remove those faces from the selection.)
- On the ribbon Properties panel drop-down
protion, click MatIDs, and on the Set ID
dialog, change the Set ID field to 2. Press Enter.
- Repeat steps 1 to 3 for the upper cabinet.
In the lessons that follow,
you will learn how to produce other kitchen cabinets based on these
two cabinets, the upper and the lower. The variant cabinets will
have different dimensions or symmetry.
Save your work:
- Save your scene as my_kitcab_3.max.