Lab2 - Sofa
Lab2 - Sofa
Lab 2: Furniture
1.Create box:
Length:120
Width:200
Height:20
2. Next, for editing and modifying the shape of the box, right click Convert To> Convert To Editable
Poly.
3. Next, we are going to edit the polygon of the box using ‘polygon selection’ so that it can be
shaped as a sofa by manipulating the polygon.
1.Select Polygon
and tick ‘Ignore
Backfacing’
2.Select this
polygon segment,
hold Ctrl key and
select the rest of
the polygon
4. Next, apply Extrude function to extrude the selected polygon from the original position.
1.Select Edge
7. Creating an edge. This process you must do it in parallel so that both edge have the same
measurement.
9. Repeat the same step for opposite edges. You can rotate using Orbit SubObject.
10. Next, use Chamfer to procedurally add edges to specific parts of an object. The Chamfer
modifier provides an expanded feature set over chamfer functions built into objects such as
editable poly. These features include driving curvature through crease weights, the ability to
add insets, and a range of input and output options.
11. Now, we apply NURMS subdivision. NURMS are used to perform mesh smoothing operations.
The mesh smooth modifier in 3ds Max operates by applying this algorithm to a low-polygon
mesh and creates a high-polygon smoothed mesh. The new mesh can be dynamically
manipulated by the low-polygon mesh to achieve the desired results.
Select polygon,
tick ‘By Angle and
change the value
to 5
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2.Select ‘Rotate’
and rotate at the
Z-axis.
Tips: to select
axis, move over
your mouse to
desired line.
1.Select Polygon,
and select
anywhere on this
area.
Unselect ‘Isoline
Display’
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2. Select
‘Polygon’
1.Unselect ‘By
Angle’
13. To perform next process, you need to unselect ‘Use NURMS subdivision’ first. Next, click ‘Orbit
SubObject’ and rotate the workspace until you get something like in the picture below. The, click
4 polygons as in the picture below and select ‘Inset’.
1.Select these 4
polygons (pink
colour) and
select ‘Inset’
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14. Create polygon using Extrude and Bevel. Bevel lets you extrude a shape up to four levels and
specify a different outline amount for each level.
15. Next, apply material to the object. Hit M at your keyboard. There are 2 ways to view the material
editor, either using Slate Material Editor or using Compact Material Editor. For this activity, use
Compact Material Editor. Modes > Compact Material Editor.
Tips:
• If the material is selected in the Material Editor (either the Slate or the Compact
interface) and the object is selected in the scene, click Assign Material to Selection.
• In the Slate Material Editor, drag from the material node’s output socket into a
viewport, and drop the wire over the object.
• Drag a material from a library in the Material/Map Browser and drop it on the object.
16. You can put as much as material onto the material space. Choose your desire material and click
assign material to selection.
17. If you are facing any difficulty in adjusting your material, you can modify by adjusting it
using UVW Map.
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18. Finally, you can render your image. But before that you can include environment as
background. Firstly, you need to have your image for your environment. You can simply
google the image. Tips: Google by search wall with light.
OR
• Drag a map to the Environment Map button. You can do this from a
map displayed in one of the Compact Material Editor's sample slots, or
from any map button that has been assigned, either in the Material
Editor or from a projection light, and so on.
On the Environment panel, the name of the Environment Map button changes to
show the type of map you chose, and tick Use Map.
After setting up the map, you can test-render the scene without the mapped
background by turning off Use Map.
Tip: After you specify an environment map, you can set it to display in the active
viewport or all viewports: Press Alt+B to open the Background panel, choose Use
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Environment Background, then click OK. If this does not help, you can choose Use
Files and click Files to add the desire image.
You have set up the environment map, but to change the bitmap or adjust map
parameters, you need to use the Material Editor.
To edit or adjust a map you assign by using the Environment And Effects dialog, you
need to use the Material Editor. There are a few different ways to do so:
OR
o Drag the map button on the Environment dialog, and drop it on an unused
sample slot. When 3ds Max prompts you, be sure to specify Instance;
otherwise, changes you make in the Material Editor won’t affect the
environment map.
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19. Lastly, render your object by select Rendering > Render Setup and you can choose type of
renderer. Click Render and save your file as JPEG or PNG file.
Click Save
button
20. You will get something like this after completed this exercise. You might as well put picture
frame at the wall or add any other accessories. Good Luck!!!!