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Create An Animated Pinboard Effect In 3ds Max - Part 2

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Gift

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This post is part of a series called Create an Animated Pinboard Effect in 3D Studio Max.
Create An Animated Pinboard Effect In 3ds Max - Part 1

In part 2 of Cristian Pop's "Create an animated pinboard effect in 3d studio max" tutorial, Cristian will conclude the project by showing us how to model and animate the pinboard's case using basic modeling techniques and keyframe animation. He'll then cover how to create materials for the scene and rendering out the animation using FinalRender.

Additional Files/ Plugins:


Modeling

Step 1

Open the "Pinboard" scene, created with your favorite method (in Day 1.) Here, I used Particle Flow.

Step 2

Next, we'll model the case. To start, create a "Rectangle" with the following parameters, "Length" 510, Width 810 and "Corner Radius" 20 and then align it to the "Displacement" plane.

Step 3

Clone the "Rectangle" spline object (as a copy) and change its parameters, as shown below.

Step 4

Convert the first "Rectangle" to an "Editable Spline" (Right Click > Convert To Editable Poly.) In the modify panel's "Geometry" rollout, click the "Attach" button and select the second "Rectangle".

Step 5

Add an "Extrude" modifier to this spline, and set the "Amount" value to 120. Then Align the "Case" object to the "Displacement" plane (as you can see below.) Instead of chamfering the hard edges, we'll later use the "fR-Fillet" material, which is a material that creates this effect.

Step 6

To fix the smoothing problems, add a "Smooth" modifier and enable the "Auto Smooth" option.

Step 7

We can observe that the corner pins are interpenetrating with the "Case" object. To fix that, add an "Edit Poly" modifier to the "Displacement Plane" object and delete the corner vertices.

Step 8

Create the "Glass" object from another "Rectangle" spline. In the modify panel, add a "Extrude" modifier to it and set the "Amount" value to 10. Then, add a "Smooth" modifier, as you did before.

Step 9

In the Front viewport, create a "Cylinder" with the following parameters shown below.

Step 10

Next, create a "ChamferCylinder" and align it to the "Cylinder", as you can see below. These two objects will form the "Screw" that holds the "Case" and the "Glass" together.

Step 11

Clone the "Screw" object and place one of the new "Screws" in each corner, as shown.

Step 12

Now create a "Plane" and position it inside the back of the "Case" and change its color to black.

Step 13

Create another "Plane" for the ground.

Step 14

Hide the "Ground" and the "Displacement" planes, and then group and name the objects that form the "Pinboard". (Group>Group.)

Step 15

Now, unhide the "Displacement Plane" and link it to the "Pinboard" group using the "Select And Link" Tool.

Animating

Step 1

Next, we'll animate the "Pinboard" using keyframes. First, in the Left viewport move the Pinboard's pivot point to the lower-right side of the "Glass" object. (as shown)

Step 2

At frame 50, click the "Set Key" button. This will automatically create a position, rotation and scale keyframe of the Pinboard's current pose.

Step 3

Repeat the process for frames 60, 70, 80, 90 and 100.

Step 4

Turn on the "Autokey" button. Now, every time you change something (position, rotation, scale or another parameter) at a specific time, a keyframe that stores the current modification, will be created. At frame 55, rotate the Pinboard by 5 degrees on the X axis.

Step 5

Next, go to frame 65 and rotate the Pinboard by -4 degrees on the X axis.

Step 6

Because the Pinboard goes into the ground plane, move it up, as you can see below.

Step 7

Repeat the process for frames 75, 85 and 95, decreasing the rotation angle by 1 degree each time.

Step 8

Refine the animation where needed.

Step 9

Select all the keys and move them from frame 50 to frame 53, to synchronize the Pinboard's animation with the character's movement. That's all for animating.

Shading and Rendering

Step 1

In the "Render Setup" dialog box > "Common" panel, change the renderer to "finalRender".

Step 2

In finalRender, anti-aliasing can easily be changed from "Draft" to "High" quality using a slider. For better quality anti-aliasing, I set the spinner to 60.

Step 3

In the "Raytracer" panel > "Raytracing" rollout, under "Environment", add the "env.hdr" map to the "Reflection" slot. Drag this map to the "Material Editor", as an instance, and set it as a "Spherical Environment". Now, this environment map will be seen in the reflection.

Step 4

Next, we'll create the materials. First, open the "Pinboard" group (Group>Open.)

Step 5

For the "Case" object, create a "fR-Fillet" material. This shader is used to create rounded edges for an object that has hard edges. In the "fR-Fillet" material slot add a "fR-Advanced" material. "fR-Advanced" is a powerful and complex material that allows you to create really sophisticated shaders. To create the red plastic shader, change the "Diffuse" color to dark red and set the "Reflection" color to medium gray. Finally, add a shiny specular effect. Experiment with this parameters to get the results you want.

Step 6

The "Glass" object has 2 materials applied to it, a clear glass material for the front part and a red glass material for the side part. Create a "Multi/Sub-Object" material and set the number of channels to 2. Add a "fR-Glass" material to the first channel slot. "fR-Glass" has a few simple parameters to speed up the creation of glass materials. Copy the clear glass material to the second channel and rename it. Here, change the "Refraction" color to red.

Step 7

Apply this material to the glass object. In the modify panel, select the front and back faces, and then in the "Polygon: Material IDs", set the "Material ID" to 1.

Step 8

Use the "Ctrl + i" hot key to invert the current selection, and set the "Material ID" for the side faces to 2.

Step 9

For the "Screw" objects, create a reflective "fR-Advanced" material.

Step 10

Clone the material created for the "Screw" objects (as a copy) and decrease the reflection amount. Apply this material to the "Pin" objects. In the first part of the tutorial, we've seen how to apply the material in "ParticleFlow" and "ThinkingParticles".

Step 11

Finally, apply a "fR-Matte/Shadow" to the ground Plane.

Step 12

For lightning I used 2 "Omni" lights, a brighter light (on the left) with "fR-Raytraced Shadows" turned on, and a second light (on the right) as a fill light.

Step 13

Finally, in the "Environment and Effects" dialog (Rendering>Environment), add the "Background.jpg" map to the "Environment" slot.

Final

That's it. I hope you enjoyed this tutorial! Below you can see my final result.

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