1. 3ds Max 2015 Essentials
Chapter 2: Your First 3ds Max Project
2. 3ds Max topics covered in this
chapter include the following:
• Setting up a project workflow
• Time to model a Clock
• In splines we trust
• Bringing it all together
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3. Setting up a Project Workflow
• Set Project for the clock.
• Get the reference images.
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4. • Start with a Cylinder.
• Convert cylinder to an editable polygon
• Use SwiftLoop to add subdivision to the
cylinder.
• Use added edges to create body of the
clock.
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Time to Model the Clock!
5. • Select polygons that represent the
front face of the clock.
• Use Bevel to indent the face of the
clock.
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Time to Model the Clock!
6. In Splines We Trust
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• Using the Line tool create the handle.
• In the Rendering rollout, check Enable In
Renderer and Enable In Viewport.
• Convert the handle object to an editable
polygon and edit the handle ends to flatten
them.
7. In Splines We Trust
• Using the line tool, create outline of the
clock bell.
• Add the Lathe modifier to the bell shape.
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8. In Splines We Trust
• Using the line tool, create the outline of the clock hands.
• Add the Extrude modifier to the clock hands shape.
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9. Creating the Clock Numbers
• In the Create panel > Shapes use the Text tool.
• Create one text shape for the numbers on the
clock.
• Add the Bevel modifier to the number shapes.
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10. Bringing it all together
• Use Import > Merge to bring all the separate clock
pieces together.
• Orient clock pieces so they come together in a
clock.
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