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Part III: Modeling Basics
3. Click the FFD name in the Modifier Stack, and select the Control Points subobject from the
hierarchy list. Then select all the center control points in the Left viewport, and scale the control
points outward with the Select and Scale tool (R) to add some roundness to the tire.
4. Then select all the control points in the lower-left corner of the Front viewport, and move these
points diagonally up and to the right until the tire’s edge lines up with the curb.
Figure 11.29 shows the tire as it strikes the hard curb.
FIGURE 11.29
This tire is being deformed via an FFD modifier.
Summary
With the modifiers contained in the Modify panel, you can alter objects in a vast number of ways. Modifiers
can work with every aspect of an object, including geometric deformations, materials, and general object
maintenance. In this chapter, you looked at the Modifier Stack and how modifiers are applied and exam-
ined several useful modifier sets. These topics were covered in this chapter:
l Working with the Modifier Stack to apply, reorder, and collapse modifiers
l Exploring the Selection modifiers
l Using the Parametric Deformer and FFD modifiers
Now that you have the basics covered, you’re ready to dive into the various modeling types. The first
modeling type on the list is splines and shapes, which is covered in the next chapter.
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