Geometry Standards

3D Modeler and Core Fundamentals

01. Getting Started

Modeling in 3DS Max can be complicated – here are some general standards for things that you should keep track of while you are building your models to ensure the best possible results.

02. General Notes

a. System Unit Setup
To prevent scale issues, we require System Unit Setup to be “1.0” inches.

b. Proportions
When modeling, pay particular attention to the proportions of the product. Some products may have additional dimensions in the Single Assignment Page under Product Details & Specifications.

Additionally, creating a box with the dimensions listed from the supplier before you start modeling can help. Using this with perspective matching can help ensure your model’s dimensional accuracy.

Refer to our perspective matching tutorial video on how this should be done.

c. General Issues with Geometry
When modeling, please keep an eye out for the following issues:

i. Bad Smoothing

ii. Bad Chamfering

iii. Polygons with 5+ sides instead of 3 or 4 sides on edges or curved parts of models. These will cause pinching when used with a subdivision modifier. It is ok to use 5+ sides in the middle of flat areas, if there is no pinching.
iv. Z-fighting, which is a flickering appearance of duplicate polygons in the same place.
v. Decimation or optimization of geometry into triangles (please preserve all quads where possible!).
vi. Clipping or interpenetration.

03. Welting & Stitching

The easiest way to create piping or welting is after modeling and UV Unwrapping the corresponding piece but before modeling wrinkles. To create welting and stitching:

i.Select the edges on your model where the piping will be.

ii. Under the “Edit Edges” rollout click the box for “create shape from selection.”

iii.Check “Linear” or “Smooth” and click “OK”. Linear will directly copy the edges – Smooth will interpolate them into a smooth spline.

iv. Select the new Shape, expand the “Rendering” rollout, and check the options shown below. Adjust “Thickness” to match the product photo.

v. Add an “Edit Poly” modifier to the Piping shape. Go to Element sub-object mode, hit Ctrl+A to select all elements, and under the “Polygon: Smoothing Groups” rollout set the smooth value to “45” and click “Auto Smooth.”

vi. This will create a welt. To make it into a stitch, assign the stitch material from the Material Library to it. Adjust the “Tiling” option so the width of the stitches is approximately the same as what the product shows.

If you need to change the color of the stitching you can easily do this in the Diffuse option of the material.

04. Combining/Collapsing Models

3ds Max does not like lots of objects in the scene. To maximize viewport and rendering speed, all tiny repeated parts (crystals, nails, stitches, etc.) should be collapsed into a single Editable Poly object. . Similar parts of models should be collapsed into one object:

But parts of models that use different materials should be kept as separate objects:

Collapsing objects can be done one of two ways. The first is the Attach command in the Edit Poly rollout:

It can also be done with the Collapse command. To collapse objects, select the objects you wish to collapse and then go to the “Utilities” pane in the Command Panel:

Then click on “Collapse”. Set the Output type to Mesh and
set Collapse to to Single Object:

Afterwards, click “Collapse Selected”. When collapsing objects, collapse them together based on where they are placed.