| Cappellini armchair and assorting enterier |
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| Written by Dzordz | ||||||
| Saturday, 10 February 2007 | ||||||
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The back rest and seating is easy to make using max’s primitives. From the create panel choose standard primitives, click the drop down list and under standard choose extended primitives. The backrest and seat are actually chamfer cylinder and chamfer box. In top viewport make the seat and position it in the middle of armchair. In front viewport it will be easier to put chamfer cylinder inside the circle. Increase number of segments to at least 32 and don’t forget to add a bit of fillet and also the number of segments for fillet. Use the picture as reference.
Now lets make the lamp. In top viewport draw a regular cylinder (create panel, standard primitives, cylinder) Put number of segments to 32. Shift click the cylinder and you will double it. Choose copy from the clone dialog. Cloned cylinder will be selected so go to its properties. Make its radius smaller so that it can be a this bar similar to the one in picture compared to our armchair. Add another small cylinder and a sphere for end. This is the lamp.
Now we will make a table in similar style. Use what you have learned till now making the armchair and make a tables side like in picture.
Double the side and connect it with two straight lines. Attach all the tables lines.
Note: watch not to connect armchair with the table. If you have finished your lamp and armchair group them and give them according names.
In the table construction add thickness like with the armchair. For end of table modeling draw in top viewport the table surface. With create panel, shapes, choose rectangle.
Round the edges with fillet option in properties as soon as you draw it. With rectangle selected, go to modifier panel and add bevel modifier. With bevel we can give thickness to the surface and get a nice round look. Under bevel values put level 1 and put 1 for height and outline. Turn on level 2 and 3, under level 2 put 2 and under level 3 put 1. Check if this thickness is according to what you would like to see. Under surface option of bevel turn on curved instead of linear. Add a couple of segments for fillet. Profile will be slightly rounded.
Group the table and give it a name.
Now we will multiply the armchair and make an according set of furniture.
Best thing to do is to hold shift and double the existing one in top viewport. Watch out to move it along the Y axis. Select both chairs and make a mirror, turn on the copy option and for axis choose X, increase the offset until armchairs are on opposite sides like in picture.
That’s it for furniture for now. Now it is time to make a small room in which we will place everything. Draw with the line like in picture. Name it wall. Add an extrude modifier and for height put something that is good for the wall, here we put 500 units.
Anyway make the wall be as tall as in picture. Add the new object a mash modifier, switch to polygon sub object mode and on keyboard click CTRL+A. That will select all the walls polygons. In properties edit mash modifier find surface parameters and click flip normals. That will make the viewport renderer have only the inner side of wall available. Name the object wall or something and click while holding shift, this will copy it and you can use it for our next object. Choose copy from the clone dialog and name it L profile. Delete the extrude modifier. We only need the line that will stay on the same place where the wall is and we will use it to create a path for the maxes new sweep modifier (max 8) Add to this line the sweep modifier from the list and choose L profile, set the wanted size and turn on mirror XZ option so that the profile is on the inside of the wall.
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