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Basic Level Modelling In 3ds Max

::Tutorial Pages::
Page 1
(Intro)
Page 2
(Setting Up)
Page 3
(Blocking)
Page 4
(Bend + Stairs)
Page 5
(Welds + Ceilings)
Page 6
(Touch Ups)
::Useful Shortcut Keys::


You can try and Rotate/Duplicate/Position your blocks into some form of level, but you will notice there's something missing, something very small. Ladies and Gentlemen... I give you that “un-done” thing I mentioned way back in this tutorial.

Can you see the gaps on the cornered areas? I've positioned some of the blocks into areas where they should... and will fit perfectly. But because of two of our models, ThreeWayBlock and 90degBlock, straight-bent corners aren't quite do-able just yet... the StraightBlock, StairBlock, BendBlock and EndBlock will all fit perfectly with each other, so if you wanted, you could close this tutorial down and just play about with those 4 models. But that's just lazy.

- Turn Axis Constraints Off, for good... we're finished with Constraints in this tutorial.
- Make sure Snap is still activated though, and set only to Vertex.
- Select the 90degBlock
- Go into Editable Poly mode
- Click the Edge Selection Tool
- Click the button labelled “Cut”
- Using Cut in conjunction with Snap we can cut an edge straight across our floor polygon, aligning it with the vertices of our two models which are currently side by side the 90degBlock.
- Then all we have to do, still using snap, is grab the end vertice and pull it up so it snaps to the perfect point.
- Now we select our two newly made edges, which make up the better half of an isosceles triangle.
- Hit the connect button, ensuring it's only set to 1.
- Now we have 2 new vertices... and only 2 places to put them. Left, and Right.

Do the exact same for ThreeWayBlock, There are two corners you need to create here, so it would be wisely done if you set it up something like this:

As you can hopefully see, my ThreeWayBlock has 3 StraightBlock passages snapped to it. And just in case you're having difficulties getting objects to snap with each other correctly, I usually tend to use a corner of the ceiling polygon as a grabber. Do not try and snap objects together when you have an Editable Poly selection active, for example... you can't just drag one edge, or one vertice to the right point, you need to move the entire object. And this is best done by having no Editable selection active at all. If you're in a certain selection, and want to get out of it, just click the selection you're already in. For example, if you were working in Vertex mode, just click the Vertex selection icon to get out of it.

Well that pretty much wraps up the modelling. All you need now is your models, the Snap tool active, a mouse and your Shift key at a reachable distance. This is where turning off the Selection Bracket at the beginning pays off, you need to be snapping your objects, so that lines all match up perfectly, and the selection bracket has this annoying little way where you see it as your actual edges, and you keep trying to get your lines into the right place, when in actual fact it was fine all along, just the brackets of that object were making it look like your edges were all miss-calculated, and were going through other walls.

Now would be a good time to save this file under a different name (or just save it if you haven't already done so) Because next we're going to position them, then attach and weld them all... so you'd better be happy with what you made, otherwise you'll have to re-make each Block again. Which ain't all that bad, if I'm honest.

Ok, have a fiddle with some things, and then try and make a level using these 6 blocks over and over again. Don't worry about all the odd colours, once everything is attached, and welded, it becomes one object, meaning just one colour. Plus I'm expecting you to texture it at some point too.

Once you're happy with the placement of your blocks, click on one of them, and find the “Attach” button on the Edit Poly menu, then click each and every last one of those blocks until they are all connected. Now go into your Vertex Selection, Select ALL the vertices (ensuring Ignore Back facing is turned off if you're clicking and dragging) Then hit the weld button.

Congratumalations for reaching the end of this over-packed tutorial. Be sure to create your own blocks, once you've created a nice set, all perfect and re-usable you can make even the largest of level designs seem like a walk in the palk.

A reward for your hard work:

- One .zip file containing 2 .3ds model files from this tutorial.
- .3ds for the separate 6 blocks used.
- .3ds for the welded level.

- Download Here.

P.S.

Not sure how many of you remember, but we made a "PrimaryBlock"... that didn't actually get used, ah well.


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