3D Studio MAX 3.1 tutorials
© 2000 Aaron F. Ross. Unauthorized duplication or publication is a violation of international copyright laws.
Tutorial 3: Lathe (Martini Glass)
1. Open 3D Studio MAX, or if it is already open, select
File | Reset.
2. Begin by setting the Units in MAX to feet and inches. This way, your objects will be scaled
as they would in the real world. Go to the
Customize menu, and select Units
Setup. In the Units Setup dialog, select US
Standard. The drop-down list should read Feet w/ Decimal
Inches. Under Default Units, select
Inches.
Changing the Units Setup does not affect MAX's internal calculations; it merely changes
how units are displayed onscreen. Checking
Inches under Default Units means that when you
type a number, MAX interprets that value in inches.
3. Maximize the Front viewport, then click the
3D Snaps button to activate Snaps.
Right-click the 3D Snaps button to open the Grid and Snap Settings
dialog. In the Snaps tab, make sure that
Grid Points is the only option checked. Then go to the
Home Grid tab and make sure Inhibit Grid
Subdivision is unchecked (turned off). See the
illustrations below.
When you're done, close the Grid and Snap Settings dialog box.
4. Using the Region Zoom tool, zoom in to the Front viewport until the height of the
viewport is about 6 inches in MAX units.
To help you do this, look at the cursor position readout in the Status Line at the bottom of
the screen.
You know you have zoomed into the scene correctly when your cursor reads approximately
6 inches in the Z dimension while placed at the top of the viewport. When you place the
cursor at the bottom of the viewport, the Status Line should read approximately zero inches. Refer
to the illustration below.
5. Now you are prepared to create a martini glass which is about five inches tall. In the
Create panel, select Shapes, Splines. Then click on the
Line creation button.
In default Line creation mode, you click to create Corner points and click-drag to
create Bezier points. Here, we'll create Corner points at first, then convert them later.
Starting at the origin, with Snaps still on, click to create a point, then move the cursor
to create a second point at 0'-2", 0, 0. Continue clicking to create points until you have
something resembling the following:
After you create the last point (where the inside of the glass meets the stem), right-click to
end Line creation mode.
6. Chances are, your first attempt does not look much like the illustration above. To edit
your line, go to the Modify panel. With the line selected, enter
Vertex Sub-object mode by clicking on the Vertex icon, or by clicking the Sub-object button and selecting Vertex from
the drop-down list.
Now you can Select and Move points within the line until it takes on the rough shape of
a half-profile of a martini glass.
7. A real martini glass has some curves, so we need to further refine this line. Begin by
zooming in on the base of the glass. Turn off 3D
Snaps.
Select both vertices on the outer edge of the glass by dragging a window around them.
Then right-click either vertex. The context-sensitive right-click menu appears. Look for the list
of vertex types, and select Bezier Corner to convert both vertices from Corner to Bezier Corner.
8. Turn off the display of the Transform Gizmo, because it will only get in the way when
editing Bezier curves. Go to the Views menu and deselect
Show Transform Gizmo. Verify that you are in the
View coordinate system, and axis constraints are set to the
XY plane.
9. Select one of the outer vertices. Then select one of the green boxes, which are called
tangent handles. Adjust the tangent handle so that the line segment between the two outer vertices
is curved. The base of the glass should remain flat.
Then adjust the other point until you get a natural-looking curve for the rim of the base.
It might end up looking something like this:
10. Now we'll create a curve where the base meets the stem. Scroll the Modify panel until
you come to the Geometry rollout. Then click the button which is labeled
Fillet.
While Fillet mode is active, position the cursor over the vertex located at the bottom of
the stem. The cursor changes to a Fillet icon. Click-drag upward, and the selected point is
converted into an arc with a vertex at either end. When you have a curve that looks
correctly proportioned for the martini glass, release the mouse button. If you don't like what you
did, use the Undo command. Refer to the following illustration.
11. Use the same Fillet technique to create a curve between the stem and the chamber.
12. Convert the two vertices at the top rim of the glass to Bezier Corner vertices. Edit the
positions of the vertices and their tangent handles to produce a natural looking rim.
You may notice that the curve at the rim is not as smooth as in other places on the line.
You can fix this by using adaptive spline curvature. In the Modify panel, open the
General rollout and select Adaptive. The curve of the rim is automatically made smoother.
13. Create a curve at the bottom of the glass by refining the spline. In the Modify panel,
Geometry rollout, click the button labeled
Refine. Then, as you hover the cursor over the line, the
cursor changes to a Refine icon. Click near the bottom of the inner edge of the glass to create a
new vertex. Then right-click to exit Refine mode.
14. Refining the curve by adding a new vertex does not change the shape of the spline. It
allows us to create a curve at the bottom of the glass without disturbing the straight line nearby.
Turn the Transform Gizmo back on from the Views menu. Select the vertex at the bottom of
the chamber. Convert it to a Bezier Corner vertex. Then move the vertex up in the Y axis
by selecting the Y axis of the Transform Gizmo.
Finally, adjust the tangent handle to produce the correct concave curve.
15. Use Zoom Extents All to see the entire line. Turn off
Sub-object mode. Add a Lathe modifier to produce a surface of revolution.
Under Align, select Max. Under
Output, select Patch. You should see this result:
16. The martini glass model is finished. Minimize the Front viewport and look at the model in
the Perspective view. If you don't see anything, it's because the model is very small relative to
the world, and you need to adjust the Viewport Clipping
Planes.
Right-click on the Perspective viewport label, then select
Viewport Clipping from the pop-up menu. Two red rectangles appear on the right side of the Perspective view. Move
the bottom triangle down to the bottom of the viewport. This prevents objects which are
very close to the picture plane from being clipped.
17. If the glass appears strangely inside-out as in the picture above, select the Flip Normals
option in the Parameters rollout. The model now looks correct.
18. If you look at the bottom of the glass, you'll see a strange puckering of the geometry. This is
a minor bug in 3DS MAX. The workaround is to close the original spline, and use
polygonal mesh output instead of Bezier patch output. Go to the Modifier Stack and descend down
to the level of the Line object. Activate Sub-object
Vertex mode, and click the Connect
button. Then click-drag from one of the end vertices to the other.
When the curve is closed, click the Connect button again to turn the Connect tool off.
19. Exit Sub-object mode, and return to the level of the Lathe modifer in the stack. If
necessary, turn off the Flip Normals option. Change the Output to
Mesh, and increase the number of Segments.
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