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CHAPTER








                   Accessing Subobjects


                   and Using Modeling



                   Helpers








                          odeling is the process of pure creation. Whether it is sculpting, build-
                          ing with blocks, construction work, carving, architecture, or advanced   IN THIS CHAPTER
                   Minjection molding, many different ways exist for creating objects. Max
                   includes many different model types and even more ways to work with them.  Understanding the
                                                                                    modeling types
                   This chapter introduces the various modeling methods in Max. It also explains
                   the common modeling components, including normals and subobjects. The   Using normals
                   chapter also covers many utilities and helpers that, well, help as you begin to
                   model objects. The purpose of this chapter is to whet your whistle for modeling   Working with subobjects
                   and to cover some of the general concepts that apply to all models. More specific   Using Soft Selection
                   details on the various modeling types are presented in the subsequent chapters,
                   so onward into the realm of creation.                          Using helper objects
                                                                                    and utilities

                   Exploring the Model Types

                   You can climb a mountain in many ways, and you can model one in many ways.
                   You can make a mountain model out of primitive objects like blocks, cubes, and
                   spheres, or you can create one as a polygon mesh. As your experience grows,
                   you’ll discover that some objects are easier to model using one method and some
                   are easier using another. Max offers several different modeling types to handle
                   various modeling situations.

                   Parametric objects versus editable objects
                   All geometric objects in Max can be divided into two general categories —
                   parametric objects and editable objects. Parametric means that the geometry of
                   the object is controlled by variables called parameters. Modifying these parame-
                   ters modifies the geometry of the object. This powerful concept gives parametric
                   objects lots of flexibility. For example, the sphere object has a parameter called
                   Radius. Changing this parameter changes the size of the sphere. Parametric
                   objects in Max include all the objects found in the Create menu.



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