Creating a Virtual Studio
Before you begin, note the resolution (in pixels)
of the reference image you've created. If you are using the files
that have been provided for this tutorial, their resolutions are
as follows:
Front reference image: 234 (width) x 274 (height).
Side reference image: 264 (w) x 274 (h).
Create
the front reference plane:
- Start 3ds Max.
- From
the Create menu, choose Standard Primitives > Plane.
- In
the Front viewport, click and drag an area of any size.
-
Go to
the Modify panel. On the Parameters rollout, set Length to 274 and
Width to 234.
- Set
both Length Segs and Width Segs to 1.
-
On the
main toolbar, click Select And Move.
- On
the status bar, set the position values in X, Y, and Z to 0.0.
This places the plane’s pivot point at the world
origin.
TipOne
easy way to set a numeric field to 0.0 or its lowest possible value
is to right-click its spinner.
Map
a reference image:
- Press M to open the Material Editor.
- On
the Blinn Basic Parameters rollout, set the Self-Illumination value
to 100.
This lets you see the map without any help from
scene lights.
- Click
the map button next to the Diffuse color swatch.
- On
the Material/Map Browser that appears, double-click Bitmap to choose
this type of map.
This opens the Select Bitmap Image File dialog.
- Browse
to the \Tutorials\low_polygon_modeling folder
and choose Head_Front.jpg.
Click Open to dismiss the dialog.
-
Click
the Show Map In Viewport button to toggle it on.
-
With
the plane object still selected, click the Assign Material To Selection
icon to apply the newly created material to the plane.
You can now see the material on the plane in
the Perspective viewport.
Create
the side reference plane:
Now that you have created the front-view plane,
you'll repeat the procedure to create an additional plane based
on the side view.
-
On the Main toolbar, click Angle Snap Toggle.
This lets you rotate your objects with precision
using static increments.
-
Click Select And Rotate,
then hold Shift and in
the Perspective viewport rotate the plane 90 degrees about the Z
axis (the horizontal ring of the rotate gizmo). The Clone Options
dialog appears on release. Click OK.
-
Go to
the Modify panel. On the Parameters rollout, change the Width to 264.
- Repeat
the previous procedure to map Head_Side.jpg to
the new plane. Remember to use a new sample slot in the Material
Editor. When you are done, the Perspective viewport should look
like this:
Adjust
the virtual studio:
Before you can start modeling the character,
you need to adjust the positions of the reference planes.
- Activate
each viewport in succession and press G to
toggle off the grid.
Currently, only the Perspective viewport is shaded.
- Make
sure every viewport is shaded by first activating it and then pressing
the F3 keyboard
shortcut.
-
Select
the side reference plane and move it on the X axis (red axis) to
the left edge of the virtual studio.
- Select
the front reference plane and move it on the Y axis to the back
edge of the virtual studio.
- Finally,
right-click the Left viewport label and choose Views > Right
from the contextual menu.
This swaps viewports for a better profile view
of the face.
Freeze
the reference planes:
Now that the reference planes are in place,
you'll freeze them to prevent accidentally moving them.
-
Select
the two reference planes and go to the Display panel.
- On
the Display Properties rollout, turn off Show Frozen in Gray.
NoteLeaving
this option on would turn the planes dark gray after freezing them,
preventing you from seeing the reference images. In the case of
a virtual studio, you want to disable this option.
- Expand
the Freeze rollout and click Freeze Selected.
- Save
your file, naming it My_Virtual_Studio_Head.max.