From the course: 3ds Max: Tips, Tricks and Techniques
Modeling a floor plan from a 2D drafting document - 3ds Max Tutorial
From the course: 3ds Max: Tips, Tricks and Techniques
Modeling a floor plan from a 2D drafting document
for architectural visualization is to import a 2D drafting document, such as an AutoCAD drawing. However, it's almost never the case that we can use the drawing directly in order to, for example, extrude walls. We need to do quite a lot of work to the drawing in order to make legal splines that can be extruded and it'll set up things like layers and units correctly for our architecture. I've already chosen that here. If you switch that over you'll need to click Set and restart 3ds Max. Let's also check in on the current units. Go into Customize, Units Setup, we want to be working in the Metric system, but that's just the Display Units. The System Units in 3ds Max are defaulted to inches and I do recommend leaving it at inch. The System Unit is the internal accuracy of 3ds Max, so let's not mess with that, we'll leave that at its default. Click OK. We can also change the grid spacing. Right-click on any one of the magnet icons, go to the Home Grid tab, and set the Grid Spacing to 1 meter. We can also set the Perspective View Grid Extent to 20 meters. We're ready now to import our AutoCAD drawing. Go to the File menu and choose Import, Import, in the current projects import folder I've got an AutoCAD drawing, which is from another course. AutoCAD_2018_Essential_Training. Select that and click Open. And in the AutoCAD Import Options we've got the Model Scale here and I could've set the 3ds Max internal System Units to millimeters to match the incoming file, but it's just easier for me to leave the 3ds Max System Units at their default of inches and enable this Rescale switch here. I also recommend enabling Weld nearby vertices in the Geometry Options. Click OK and the AutoCAD document is imported. Now most of this is labels and grids and a whole bunch of stuff that's not really relevant to extruding walls, so let's hide those layers. Go into the Layer Explorer and I want to hide everything except for A-DOOR, A-WALL, I-WALL, and S-COLS, which is the columns. So I'm just disabling visibility for all of those other layers. Additionally, there's some stuff in this default layer here. We can open that up and just select all of those objects using the Shift key and disable their visibility as well. OK, let's check out what we have here in the Top view. I'll activate that viewport and maximize it with Alt + W. Dolly in closer with the mouse wheel and position the view with the middle mouse button. This section of interior wall is a good example of a situation in which we can use a combination of duplication of the existing splines and simply tracing over them. In order to better visualize what we're doing we can enable vertex ticks and we'll do that by going over to the Layer Explorer and select the I-WALL layer, right-click on that to get the quad menu, and go into the layer Properties, and enable Vertex Ticks. And because we changed our custom UI default settings tool settings to DesignVIZ the objects that are inside that layer will inherit the display properties. All right, cool, so click OK. We can build the inside surfaces of this interior wall with rectangles, so that's a pretty simple one. Let's get in closer here. Go over to the Create panel, Shapes, Rectangle. But before we draw anything we should actually snap to the vertices. Let's go over to the Snaps and hold down the 3D Snap icon and choose 2D Snaps. That way we know that we're actually drawing on the construction plane, which is the X, Y plane of the world. Additionally, we want to snap to vertices and back to the other side of that spline. And once I've done that I can right-click and I've now added onto the existing line. We'll need to do the same over here too. So starting from that end point click on it and just go all the way around. Now here in this area we don't have a vertex that we can snap to that will maintain the orthogonal shape of these walls, so we'll have to come back and fix that later. I'm going to click here, so that at least this new vertex will be in the correct position in the x-axis. And just going back down again, tracing all the way around. And once I've gotten to the end I can right-click to exit that operation. And also right-click to exit the Create Line tool. And once again, let's check our work by hiding that I-WALL layer. And we've got pretty result there. Now we need to fix this up here. So let's turn I-WALL back on again and in the Editable Spline subobject types let's choose Vertex. And we want to move this vertex up, so that it's at the same Y position as this vertex over here. And to do that we can go into our Snap settings, so right-click on the Snaps and under Options Enable Axes Constraints. That's very useful. When that's on and we choose a vertex with the move tool we move it only in Y and you'll see that it's trying to snap to vertices. Well, this is where things get really clever, I'm only moving in Y, because I clicked on the y-axis of the transform gizmo, but I'm moving my cursor way over here and I'm able to snap only in Y to these other vertices. All right, that's very helpful. All right, that's very helpful. Once I've done that Once I've done that now I've got the correct shape to that spline. now I've got the correct shape to that spline. All right, now I just need to attach the other rectangles All right, now I just need to attach the other rectangles representing the inside surfaces to this selected spline. representing the inside surfaces to this selected spline. But right now the object won't be really legal, But right now the object won't be really legal, we'll need to just do one minor adjustment, we'll need to just do one minor adjustment, which is go into Segment mode, which is go into Segment mode, select this top segment, select this top segment, and we can turn off snapping, and we can turn off snapping, just move that over a little bit, just move that over a little bit, because we need to have a solid wall. because we need to have a solid wall. We can't have two coincident segments. We can't have two coincident segments. And once again, checking our work And once again, checking our work by hiding that interior wall layer, by hiding that interior wall layer, and in fact, we can hide the other layers too and in fact, we can hide the other layers too while we're at it. while we're at it. So that looks pretty good so far So that looks pretty good so far and we still got our Editable Spline object selected. and we still got our Editable Spline object selected. We can exit out of subobject mode if we want We can exit out of subobject mode if we want and scroll down and choose Attach, and scroll down and choose Attach, and then click on those rectangles. and then click on those rectangles. And those are all attached to the current object. And those are all attached to the current object. Once we're done we can right-click to exit Attach. Once we're done we can right-click to exit Attach. And at this point we're probably OK to extrude, And at this point we're probably OK to extrude, but don't be surprised if you have issues but don't be surprised if you have issues with the extrusion, with the extrusion, because our end points may not have properly welded. because our end points may not have properly welded. Let's give it try. Let's give it try. I'll go out to the four viewport layout once again I'll go out to the four viewport layout once again with Alt + W. with Alt + W. With that object still selected press the Z key With that object still selected press the Z key to zoom in. to zoom in. And in the Perspective view And in the Perspective view with that Editable Spline selected with that Editable Spline selected we can go to the Modify panel and choose Extrude we can go to the Modify panel and choose Extrude and give it an extrude Amount of 4 meters. and give it an extrude Amount of 4 meters. And we can see that as I was anticipating And we can see that as I was anticipating it didn't actually correctly extrude. it didn't actually correctly extrude. And it's not the Extrude modifiers fault, And it's not the Extrude modifiers fault, it's the fault of our spline itself. it's the fault of our spline itself. So let's get in closer on this. So let's get in closer on this. I'll go back to maximize in the Perspective view I'll go back to maximize in the Perspective view with Alt + W. with Alt + W. Looks like I've got the selection brackets on here, Looks like I've got the selection brackets on here, I can turn those off with the J key. I can turn those off with the J key. We just need to weld all the vertices We just need to weld all the vertices on the Editable Spline. on the Editable Spline. Let's go down to the Editable Spline Let's go down to the Editable Spline and select by Vertex and select by Vertex and then just drag a rectangle around all of them and then just drag a rectangle around all of them to select them all to select them all and then simply execute the Weld command and then simply execute the Weld command with the default threshold of .003 meters. with the default threshold of .003 meters. And once that's done we can exit out of subobject mode, And once that's done we can exit out of subobject mode, go back up to the top of our modifier stack, go back up to the top of our modifier stack, and we've got our walls extruded correctly. and we've got our walls extruded correctly. And that's all the time that we have for this demonstration. And that's all the time that we have for this demonstration. We still would need to cut holes for the doors here, We still would need to cut holes for the doors here, and of course, we could use the existing plan document and of course, we could use the existing plan document as a guide for that. as a guide for that. But again, we don't have time to go through But again, we don't have time to go through the Boolean workflow for cutting holes. the Boolean workflow for cutting holes. I did cover that in another course, I did cover that in another course, which is 3ds Max 2018 Essential Training. which is 3ds Max 2018 Essential Training. And that's the basic workflow for bringing in And that's the basic workflow for bringing in an AutoCAD document and tracing over it an AutoCAD document and tracing over it and duplicating various parts of that plan and duplicating various parts of that plan to prepare it for 3D extrusion. to prepare it for 3D extrusion.
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
- Ex_Files_3DSMax_Q1_2018.zip
- Ex_Files_3DSMax_Q1_2019.zip
- Ex_Files_3DSMax_Q2_2018.zip
- Ex_Files_3DSMax_Q2_2019.zip
- Ex_Files_3DSMax_Q3_2017.zip
- Ex_Files_3DSMax_Q3_2018.zip
- Ex_Files_3DSMax_Q4_2017.zip
- Ex_Files_3DSMax_Q4_2018.zip
- Ex_Files_3DSMax_Q3_2019.zip
- Ex_Files_3DSMax_Q4_2019.zip
- Ex_Files_3DSMax_Q1_2020.zip
- Ex_Files_3DSMax_Q2_2020.zip
- Ex_Files_3DSMax_Q3_2020.zip
- Ex_Files_3DSMax_Q4_2020.zip
Contents
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Modeling a floor plan from a 2D drafting document13m 36s
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Modeling terrain with Displace space warp11m 18s
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Projecting UVs with the Camera Map world-space modifier7m 46s
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Capturing shadows with Arnold Shadow Matte map10m 43s
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Rendering compositing passes with Arnold AOVs9m 6s
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Mechanical rigging with IK and the LookAt controller9m 16s
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Modulating animation with Multiply and Ease Curves13m 9s
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Working with audio and the AudioFloat controller12m 8s
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Automating with Expression controllers10m 13s
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Real-time animation with the Motion Capture utility10m 17s
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Stylized rendering with Scanline Ink 'n Paint8m 16s
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Getting started with the Max Creation Graph13m 25s
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Modifying a Max Creation Graph tool12m 27s
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Sculpting a terrain with Texture Object Mask9m 33s
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Building a road with Conform space warp11m 12s
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Shading a landscape with Arnold Curvature14m 59s
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Creating custom attributes with the Parameter Editor9m 1s
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Driving animation curves with the Reaction controller6m 56s
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Rigging a camera-facing matte painting10m 41s
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Aligning a camera to a background with Perspective Match10m 32s
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Projecting a photo to proxy geometry with Camera Map11m 49s
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Automation with wire parameters and manipulators8m 18s
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Converting scenes for different renderers10m 52s
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Rendering light groups with Arnold AOVs10m 11s
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Graphing scene conditions with State Sets Compositor9m 34s
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Introduction to 3ds Max Fluids10m 18s
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Modeling with the Motion Field Space Warp9m 55s
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Non-destructive model adjustment with Linked Xform9m 23s
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Animating sub-objects with Linked Xform10m 11s
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Customize and cycle Path Constraint animation5m 54s
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Generate complex motion with Waveform Controllers10m 56s
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Illuminate a scene with an Arnold Mesh Light5m 49s
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Shading with Maya maps in 3ds Max4m 32s
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Varying shader properties by object with Arnold Color Jitter5m 26s
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Render a mesh object with Arnold Standard Volume9m 47s
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Render a Point Cloud object8m 21s
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Setting track value boundaries with a limit controller4m 5s
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Drawing curves with Freehand Spline8m 41s
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Correcting intersections with Spline Overlap4m 38s
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Reducing curve detail with Optimize Spline6m 42s
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Resampling curves with Normalize Spline8m 44s
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Soft-selecting curves with Spline Influence7m 42s
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Blending curves with Spline Morph12m 15s
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Combining splines with shape Booleans10m 51s
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Approximating global illumination in Arnold13m 10s
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Rendering proxies with Arnold procedurals10m 25s
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Introduction to the Open Shading Language map11m 16s
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Basic syntax of Open Shading Language8m 24s
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Declaring OSL input and output parameters12m 53s
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Generating a fractal noise pattern in OSL9m 25s
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Iterating a for loop in OSL10m 16s
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Using the if… else conditional statement in OSL10m 9s
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Managing OSL file assets and paths10m 8s
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Accelerate Arnold rendering with adaptive sampling5m 59s
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Texturing with the Advanced Wood procedural map11m 2s
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Art directing the Advanced Wood texture map5m 16s
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Setting a fluid initial state9m 19s
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In-camera compositing with Camera Map modifier7m 8s
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Creating animation layers14m 33s
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Collaborate online with shared views6m 14s
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Rendering iridescence with Arnold Thin Film8m 17s
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Loading and saving fluid presets7m 36s
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Introduction to 3ds Max Interactive9m 15s
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Building a motion graphics rig with Data Channel10m 18s
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Creating custom project folder structures8m 28s
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Open Shading Language code editor tips and tricks8m 21s
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Spawning particles from a 3D map11m 18s
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Rendering a starfield10m 21s
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Faking GI with an Arnold ambient occlusion filter9m 4s
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Modeling with the animation Snapshot tool6m 30s
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Rendering particles with Arnold Standard Volume11m 23s
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Render Arnold volume with physical values6m 38s
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Volume indirect global illumination in Arnold7m 56s
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Removing polygon detail with Freeform Optimize6m 26s
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Transform and retime a cache with Fluid Loader7m 25s
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Rendering motion blur in Arnold10m 46s
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Drawing splines on an editable poly2m 48s
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Sketching freeform topology over a polygon mesh6m 17s
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Animating effects with Data Channel Decay6m 54s
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Animating controllers in the Material Editor7m 17s
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Painting a vertex color mask with VertexPaint9m 25s
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Drawing polygon freeform strips5m 17s
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Extruding polygon freeform branches2m 41s
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Interactive ActiveShade in a viewport4m 35s
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Fluid data channels5m 50s
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Displaying fluid data channels9m 56s
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Assigning UVW coordinates in an OSL network8m 52s
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Using named coordinate spaces in Open Shading Language (OSL)11m 27s
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Shadow group exclusion with Arnold properties5m 59s
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Erasing materials with MAXScript or UVW Remove3m 3s
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Understanding Fluid Churn and Vorticity channels6m 13s
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Rendering Fluid channels with Arnold User Data5m 56s
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Keyframe quantization and sub-frame editing with Snap Keys8m 37s
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Importing a CAD solid model as a Body Object8m 38s
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Solid model subtraction and intersection with Body Cutter4m 58s
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Solid model union with Join Bodies6m 54s
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Denoising an Arnold rendering7m 50s
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Interactive Update in the animation Curve Editor2m 54s
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Curve Editor view menu: Tips and tricks5m 33s
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Editing animation curves with the Region Keys tool4m 56s
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Combining data channels of Fluids7m 13s
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Shading per object with OSL Random by Index7m 15s
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Layering materials of Fluids6m 51s
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Render particles as Arnold primitives3m 37s
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Render PFlow particles with Arnold Shape4m 34s
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Remapping colors with Arnold Ramp RGB7m 36s
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Rendering contours with Arnold Toon7m 31s
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Mapping Arnold Toon base color8m 55s
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Controlling preview quality6m 2s
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Adding information overlays to a preview with MAXScript7m 49s
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Modeling with the updated Chamfer modifier9m 7s
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Applying a chamfer using edge weight and depth5m 4s
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Baking a map to a mesh with Assign Vertex Color9m 59s
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Generating cavity and occlusion maps with Render Surface Map6m 48s
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Baking multiple vertex color channels with VertexPaint9m 4s
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Compositing vertex color in a shading network7m 29s
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Optimizing geometry with the MultiRes modifier8m 33s
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Improving viewport performance with the Substitute modifier2m 57s
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Constructing a lighting assembly5m 24s
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Wiring parameters in a lighting assembly8m 24s
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Measuring with tape helper, the Measure Distance tool, and the Measure utility6m 39s
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Display panel tips and tricks5m 12s
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Quickly adjusting transforms and pivot point with the Transform Toolbox8m 39s
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Stacking objects with Select and Place5m 13s
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Managing objects and sub-objects with selection sets8m 17s
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Referencing scenes with containers8m 51s
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Changing inherited container content with Edit in Place8m 13s
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Locking and unlocking container parameters9m 14s
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Editing unlocked container parameters7m 16s
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Projecting splines onto surfaces with ShapeMerge6m 31s
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Analyzing and correcting mesh geometry with xView7m 29s
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Keyframing sub-objects with the Master Point controller9m 38s
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Managing scene materials with Material Explorer8m 36s
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Defining a temporary transform center with working pivot8m 23s
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Customizing keyboard shortcuts with Hotkey editor6m 56s
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Stylized rendering with OSL Halftone Dots map4m 44s
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Incorporating scene lighting in a shading network5m 20s
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Incorporating render resolution in a shading network7m 32s
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Situating geometry within an OSL HDRI environment6m 9s
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Studio lighting with HDRI lights map8m 9s
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White balance and exposure with an Arnold camera filtermap5m 11s
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Rasterizing maps with bake to texture9m 45s
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Advanced baking with bake to texture8m 26s
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Baking to physically based renderer (PBR) materials for export7m 35s
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Production rendering with Quicksilver hardware12m 11s
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Varying textures with OSL Randomized Bitmaps11m 29s
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Deforming a particle system with the Mesher compound object4m 49s
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Set up Arnold render passes with AOV Manager8m 19s
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Animating multiple tracks with Parameter Collector6m 45s
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Improving edge smoothing with Weighted Normals modifier7m 35s
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Rendering a cutaway with the Arnold Clip Geo material4m 14s
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Advanced procedural noise with Uber Noise map13m 14s
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Rendering polygon edges with OSL Wireframe map7m 32s
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Art directing the OSL Wireframe map5m 55s
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Introduction to MassFX Rigid Body dynamics7m 30s
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Setting up a MassFX Rigid Body simulation5m 14s
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Controlling a MassFX Rigid Body simulation7m 40s
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Fine-tuning a MassFX Rigid Body simulation7m 42s
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Automating secondary animation with the Flex modifier7m 2s
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Keyframing modeling commands with the Edit Poly Animate mode4m 44s
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Generating UVs with OSL projection maps5m 33s
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Retiming all keyframes in a scene with the world track6m 53s
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Snapping surfaces dynamically with MCG Ray Constraint6m 1s
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Complex sub-object selections with the Selection ribbon7m 30s
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Adding polygon edges with Paint Connect4m 33s
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Manipulating sub-objects without changing mapping with Preserve UVs3m 41s
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Hiding geometry based on distance with Viewport Clipping2m 53s
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Navigating a scene with walkthrough mode3m 55s
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Parametric soft transforms with Affect Region4m 1s
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