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tutorial::001
Creating a red corpuscle
with FFD modifier
Software: 3DS Max
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The modeling of a red corpuscle is quite simple and it can be performed in various way. Now we'll examinate two of them. In the first we'll apply an FFD modifier on a primitive geometry, on the contrary the second way is based on polygonal modeling.
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author: GABRIELE PERNI, 3D modeler
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1_We start creating a sphere. In the Create panel choose GeoSphere and drag the mouse in the center of the Front view. Mantain default settings.
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2_From the Modify panel click the Modifier List rollout and choose FFD 3x3x3. It creates a hull around the shpere. Now you can modify the geometry working on the control points of this hull.
3_With the FFD Control Points sub-object activated in the Modify panel select all the control points and scale them in Z-axis for about 50 percent.

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4_Now select the higher-central Control Point and drag it down under the sphere geometry. Do the same with the lower central Control Point, dragging it in the opposite direction.
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5_In the top view select the group of corner Control Points symmetric from the origin and drag one of them up and the other down (see the following figures).
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6_Pressing M-key you'll enter the Material Editor. Choose a free slot and click on the Diffuse grey rectangle. Select a quite dark red (i've used 180, 0, 0 in RGB system).
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7_Click Maps rollout and the Diffuse Color selector. Choose Noise, set Size to 2,0 and change the Color #1 and Color #2 maps into two different kinds of red (i've used 180, 0, 0 and 255, 70, 70 in RGB system). Decrease the Diffuse map incidence from 100 to 65 percent.
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8_Drag and drop the Map #1 on Glossiness, Opacity and Bump maps choosing Instance as copy mode.
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9_Assign the material to the object.
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