Follow along in the creation of SKU
Follow along in the creation of SKU
a. Collect all images. The images needed to create this model are located in the reference folder. Keep in mind that many detail shots of the product can help to model smaller parts of the stool, so be sure to check them. At times, product images can be limited, so it’s good to even check customer photos.
In this case, there was an ample amount of imagery for this product on-site.
b. If the supplier images show the inside of something, we are starting to model these parts as well.
c. Get the overall dimensions of the product, and additional dimensions if available.
This usually depends on your workflow and the images you’re able to get for a product. For this example, I’m only going to load the front facing image to make sure I’m getting my proportions right. I will probably bring another image in later.
a. Start by creating a box with the overall dimensions of the product
b. Set it’s transforms to be in zero world space.
Since the pivot is set to the base by default, it puts the box right where we want it.
c. Now let’s make it the object easier to see through since we will be modeling within these constraints.
Right Click on the box > Object Properties > View As Box
d. Create a plane for our reference image
i. In the Front Orthographic, create a plane with dimensions that are the same aspect ratio as the the reference image. Copy the displayed values below in the Modifier stack exactly.
ii. Drag the image JPG file from windows explorer right onto the plane in 3DS Max.
iii. In the Front Orthographic view (F) position, scale the plane so it’s roughly the same size as the dimension box you just made. Finally, move the plane behind the dimension box.
iv. Repeat this process for the Left view (L). Move the plane to the left of the dimension box.
Be aware that these images are more of a guide as opposed to being hard-set rules.
Constantly switch between Orthographic View (U) and Perspective View (P)
as you model to get an better idea of your model’s depth and proportions.
Orthographic View (U)
Perspective View (P)
a. Creating the basic shapes – The Stool Legs
Here is our current result in Front and Right View
b. Creating the basic shapes – The Seat (Wood)
c. Creating the basic shapes – The Seat Back (Wood)
It’s okay if the mesh is slightly off from the reference photo.
Here’s the result.
d. Creating the basic shapes – Metal Bars
Toggle between Shaded View and Wireframe View (F3) to better see where the points should intersect.
Here is what your model should look like so far. Now, time for the details!
a. Detailing the Stool Legs
Flow Connect creates more geometry while also retaining the flow of the edges.
This is the end result with TurboSmooth applied.
b. Detailing the Seat Sections
Here is our final result for the bottom wood piece of the seat.
c. Creating the basic shapes – The Seat (Fabric)
Be sure to change the color of the new seat piece so that it can stick out compared to the old seat piece.
Your seat piece should look something like this.
Here is our final result of the back wood part with TurboSmooth visible.
Here is our final result with TurboSmooth visible.
This is our current result with TurboSmooth on all pieces. Almost there!
d. Detailing the Hardware – Screws
Ring Selections don’t work on triangle polygons, so you will have to select the edges by other means.
The model is complete! It’s time to clean everything up.
a. Attaching by Material
You should now have 3 separate objects made from the attached subobjects.
b. Grouping Parts