السلام عليكم ورحمة الله
هذه الصورة النهائية للدرس :
قبل أن تبدأ : حمل ملف العمل من هنـــــــــــــــــــــــا
ملاحظة : يوجد مع الملف جميع الصور التي تم استخدامها في الدرس .
الدرس إنجليزي لكنه سهل التطبيق إن شاء الله ..
يمكنك الإستعانة بعد الله تعالى بترجمة جوجل : هنــــــــــــــــــــــا
بسم الله نبدأ
الجزء الأول المودلينج ..
Before we begin, change your grid units to Generic Units if they are not already (menu Customize -> Units Setup).
Create a box with the dimensions Length=Width=Height=100. Select it and right click on it. From the menu that appeared choose Convert To -> Convert To Editable Poly. Next, go to the Modify Panel and choose Vertex selection. From the Top view port select and move the vertexes like on the picture bellow (black – original box; white – after we moved the vertexes; red – new dimensions):
Next, go to Polygon selection mode and select all of the polygons that represent the walls of our house.
In Edit Poly options scroll down to Edit Geometry and click on the Slice Plane button. You’ll notice that a yellow rectangle has appeared in the view port. That is the slice plane gizmo and we are going to use it to cut little box so it will look like a house.
Change the view port to Front and move the slice plane along the z axis to position of 90. Then, click on the Slice button located in the Edit Poly -> Edit Geometry section.
Lower the position of the slice plane to 40 and click on the Slice button again.
Now we cut the polygons into 3 parts and we are going to use the middle one for the windows. Select the middle polygon on the front and the back side of the house (the easiest way to select polygons like this is in the Perspective view port).
Switch to the Front view and rotate the Slice Plane 90 degrees to the left or right and move to the far left side of the house.
Now, counting from the left, slice the selected faces in these positions: 30, 110, 160, and 240. Result of the slice can be seen on the next picture:
Next, select the polygons shown on the picture bellow and slice them in the positions 290 and 330.
Select the next group of polygons…
…and slice them in the position 350.
Select the polygons on the next picture and extrude them 200 units.
In the newly extruded part create a window using the same slice plane technique as before. Next, select the polygons that represent the door and windows on the front side of the house and extrude the by -5 units.
Now switch to the back of the house and slice in some new more windows and extrude them like the ones from the front.
Create some more windows on the sides of the house:
Now we are going to model the roof. Select the polygon from the next picture and delete him.
Select the top polygon and extrude it by 100 units.
Select the 2 vertexes on the top of the mesh, right click on one of them an choose Collapse.
Select the vertex labeled 1 on the next picture, Ctrl + Right Click on it, select Target Weld, and the Left click on vertex labeled 2.
Select the edge from the picture, Shift + Move it upwards by 100 units. Then select the vertexes and collapse them.
Select the 2 edges that make the triangle section that we just made and in the Top view port Shift + Move them upwards.
Go to the wireframe mode in the Perspective view port (right click on the name of the view port and select wireframe) and Target Weld the 2 vertexes like it’s shown on the next picture.
Select the entire roof and extrude it by 10 units.
Next, select the sides of the roof (on all sides of the house) and extrude them by 10.
And that’s it, out little house is finished.
الجزء الثاني الإكساء ..
So, fire up 3ds max, load the file with the finished model and let’s begin.
Select the model and in the Editable Poly options select the Face selection mode. Also be sure to check the Ignore Backfacing option because we don’t want to deselect/select the faces that are on the opposite side of the model.
Rotate the perspective view port (I recommend that you use the perspective view port for all of the operations in this tutorial, because it speeds up the process considerably) so you are watching the model from bellow. Select the faces at the bottom of the house and delete them, because we are not going to need them.
Now, select all of the faces that represent the outside walls of the house.
Next, go to Editable Poly options -> Edit Geometry and click on the Detach button to separate (detach) the selected polygons from the model.
Name it Walls and click OK.
Next, select all of the polygons that are supposed to be windows and detach them (name them Windows).
Select the polygons from the next picture, detach them as Roof1.
Select and detach as Roof2.
And finally detach the 2 polygons that make the door (name: Door).
Leave the Face Selection mode and rename the remaining polygons to Frames.
Now, let’s start texturing. Open up the Material Editor and choose the first empty material slot. Name it Walls (name each of the materials we are going to create here, with the name of the corresponding polygon group). Add a Bitmap map into the Diffuse slot. Choose the “Masonry.Unit.Masonry.Brick.Norman.One-Third Running.jpg“ file from the folder 3ds max/maps/ArchMat. This and all other maps can be found in the archive that accompanies this tutorial.
Note: Be sure to turn on the button that is designated on the picture for each material so you can see the material maps in view ports.
Apply the material to the Walls polygons. Select the Walls, and go to the menu Modifiers -> UV Coordinates -> UVW Map (that will add the UVW Mapping modifier to the modifier stack). In UVW Map modifier’s options, set the Mapping to Box and Length/Width/Height to 60 (you can of course use other settings, as long as they don’t make the map look too small or too big).
You should get something like this:
Next, create the material named Roof and for its Diffuse map use the “roof_texture.jpg“ from this tutorial archive. Apply the material to Roof1 and Roof2. Add the UVW Map modifier to Roof1 and use the same settings as for Walls.
Now, add the UVW Map modifier to Roof2 with the same setting as before. As you can notice, the tiles are the right size, but are not aligned properly. To fix this, select Roof2, click on the + just left of UVW Mapping (in the modifier stack) and left click on the Gizmo.
Rotate the gizmo 90 degrees (turn on Angle Snap to help you rotate) or until the tiles are aligned.
Use the “door_texture.jpg” texture to create the Door material and apply it to the Door polygons. Add the UVW Map modifier. Leave the Mapping to Planar and scroll down to the Alignment option and select Y. Left click on the Fit button.
Make the Windows material with “window_texture.jpg” and assign it to the windows. Add the UVW Map modifier. Set the Mapping to Planar and Alignment to Y. Then change the Length to 100 and Width to 80.
Note: We set the length to twice the height of the windows and because of that we can easily raise or lower the shutters on the windows just by the Gizmo up or down.
Now create the material for Frames (file “Woods & Plastics.Finish Carpentry.Wood.Red Birch.jpg”of the max ArchMat) and apply it. Use the UVW Map with the same settings as for Walls.
And, that’s it. The house if finished.
بارك الله فيك اخي الحسني
Don't say I can't, but say I will tryyou never know what you can dountil you try
درس اكثر من رائع اخى الحسنى
شكرا لك اخي الحسني
MR. Kok Limited Edition
بارك الله فيك اخي الحسني درس رائع من استاذ اروع
سبحان الله وبحمده سبحان الله العظيم