Step 1: View Ports
The four large four edges are called view ports (Figure 1) and that is where you work with your project. View gates called topview, left view, front view and perspective ie. what you represent you will see from four angles.
View The gates can be changed to eg bottomview or right view if you want this (to be done later). This is done by right clicking on the name (left, TOP, front and perspective) to get a menu appears. Click on Views and select a second view port. However, you can not see any difference until you have signed a figure.
When you are working on a graph, it can be nice, the view port you work in is larger. So you can change the view port you work in to fill all four view ports. To do this, click the Min / Max troggle in the bottom right corner. Click again to return.
<!– /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:”"; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:”Times New Roman”; mso-fareast-font-family:”Times New Roman”;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} –> Step 2: Drawing menu
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On the right side you will find a menu (Fig.2). We will only deal with the first (create) In this tutorial. During the create menu, find a sub menu with 3D shapes, a menu with 2D images, a menu of light, a menu with cameras and some other menus that you will not need right away.
We will now draw two 3D shapes: a box and a torus knot. Click Create ->; geometry ->; box. Now you have decided that you will draw a box. Right-click the front view port to activate it. When activated, you can see if a framework for view port.
Now in front view and hold the mouse button and move the mouse to select the height and width of the box. Release the mouse when you think the shape is correct. Now select the depth of the box by moving the mouse forward or backward. Click again when you’re happy – congratulations you’ve made your first figure.
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Signs now a torus knot by clicking on the pulldown menu and select extended primitives (Figure 3). Here there will be new characters appear. Click torus knot and click in front view adjacent to the box and hold the mouse button. Release the back when you’re happy with the size.
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Step 3: Camera
You should always make a camera when you subscribe 3Dmax – it makes it very easy to change the angle and distance to the characters.
Before we put a camera up, we should just prepare for it. Click in the bottom right corner and click in topview to zoom out a bit (about as fig.5). Now click in the bottom right corner and click in topview to move the view port. Move it until your characters are in the middle.
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Now we will put a camera up. Click Create ->; Camera ->; target. You now have selected a target camera, you can later examine what the difference is between a target and a free camera. Click the bottom of topview and hold the mouse button. Slide the mouse up until the cursor is on top (or near) the figures and release (Figure 6). Now you have placed a camera. The camera will not work on the finished image.
<!– /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:”"; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:”Times New Roman”; mso-fareast-font-family:”Times New Roman”;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} –> Now we would like to see through the camera and you do as follows. You must change the view port as described earlier. Right-click the perspective, select view and click camera01 (Figure 7). Now you can see through the camera. If you find the distance to the characters is too long, you can select and move the camera in topview – or make it if you want another angle.
<!– /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:”"; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:”Times New Roman”; mso-fareast-font-family:”Times New Roman”;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} –> Step 4: Surface (material editor)
To make the characters beautiful, they must have a surface (texture). Press M to get the material editor. This window to use to create and / or find the surfaces similar shapes to have.
Click to get the browser up. Now click on the mtl library. Now you can then choose between many different surfaces – from the stone walls of glass and wood (Figure 9). Select the instance named Granite gray pink or the like. (Double click on it to select it). Now you can see that the type of surface has been transferred to the Material Editor window. Click on the ball next to activate it. Click again to get the browser up again and select one surface to another shape. Then close the browser.
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In front view, click the box to activate it (it becomes white when it is activated). Box is the first to get a surface. In the material editor click on the first surface you found and click now. Now the surface is transferred to the Treasury. Assets now torus ratty and click on the second surface in the material editor and click again. Close the material editor now.
Now figures finished and the time has come to render (get the finished picture).
Step 5: Rendering
<!– /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:”"; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:”Times New Roman”; mso-fareast-font-family:”Times New Roman”;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} –> Click on the rendering of the pulldown menu (Figure 10). Now the rendering window emerged (Figure 11). Here you can eg select how big the picture should be. Click 640×480 (if not already doing so) and select from the pulldown menu camera01 view port. This means that the picture is created through the camera’s view. Now click run.
<!– /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:”"; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:”Times New Roman”; mso-fareast-font-family:”Times New Roman”;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} –> Wow – you have created an image in 3D Studio Max
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Now you know little about how the program works, but you are far far from practically all the functions. Try some of the other tutorials to learn different and more advanced features.













