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Download "Примитивы в 3Ds Max | 3Ds Max для начинающих | Урок #0.2"

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00:00:03
Hello everyone, my name is Greg Semyon, I
00:00:06
am a teacher at the graph school, he specializes in
00:00:08
visualization of 3ds max and corona render, we
00:00:11
continue our series of small lessons on the
00:00:13
stages of work on some
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device for working on foot, and so on in
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this lesson we will continue and
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talk about primitives what is it,
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how are they created, what
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features do they have, and so on, so let's
00:00:27
look at the primitives, to create any
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primitive, we can go to the right commands, I
00:00:31
understand, in the first tab, select
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here the standard primitive, that standard
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primitives, and here they actually
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appear, there are two primitives types
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standard standards typhus and extended
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primitive additional primitives
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standard are the main ones that are
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most often used they
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are used as objects as a basis for
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other objects, that is, to create from
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them to model other objects from them
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and so on and extra
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primitive these are some more complex
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objects more rarely used because of
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their unusual, more unusual shape,
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let's consider both standard
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primitives this is a box
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to create any primitive we click on it
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and you actually draw with it in the
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viewport like this
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standard primitives this is God cost a
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cube
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edging cone sphere geosphere
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this is a sphere with different geometry with a different
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topology, we’ll also talk about this now
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cylinder
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pipe torus torus it will be like this
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pyramid teapot teapot this is such a
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unique standard primitive exactly in
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3ds max plane this plane and text this is the
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actual text further extend the primitive
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that we have here interesting
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hydra crystal top
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taras above, that is, this is a knot, this is what it
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looks like: a
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box with rounded edges, a cylinder with
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rounded edges, that is, chamfers, oil
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tank, this is an oil barrel, I don’t know
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what to call it correctly,
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but it looks like this, that
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is, we can set the rounding of the cylinder
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on both sides of the capsule,
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in general there are quite a large
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number of them, they are all not quite,
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say, ordinary ones, they are rarely used, but at the
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same time they are here, I think it’s also
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clear, you can open it yourself,
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click on create different primitives,
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see what they are, what they
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represent themselves but this is actually the
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very base,
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let's see what each of the
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primitives has, it has any,
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each primitive has settings,
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creating, let's say a box, we can go
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down and look at the parameters the
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box has a length, that is, a size width is the
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same size and a height size
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in addition to the dimensions there are also segments,
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segments are the amount of geometry on the
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objects themselves, that is, you see, we have a box
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divided into such squares into
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polygons, and the more segments, the
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more vertically these polygons of edge
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points will appear, segments
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can be added along each side along the
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length and width and in height together
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as we were given, but if we
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put segments one at a time we will have
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one segment for each of the axes,
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let’s add segments along the
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length, our box is divided into two three in length,
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actually 3 4 by 4 and so on then
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you can add along any
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axes on any side, the parameters of the
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primitives can be different, let’s say the
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same sphere will not have length, width,
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height, but radius, select a sphere, create
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a sphere, and now we see that faith has
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only two parameters, namely the main ones:
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radius, that is, dimensions and and the number of
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segments the number of geometry on this
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sphere also the sphere can be wet and not or
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not smoothed, that is, if we turn off the f4
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grid and click, we will see how
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either the polygons are all smoothed out, the spheres
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look so smooth,
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or we turn off antialiasing, we see
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each of the field of racers separately, also
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the spheres can be cut in half,
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leave some part of the sphere, and so on, in
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general, each of the primitives has
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some of its own settings, all of them
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are displayed year
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here, then what else
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would you like to say?
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once geometry
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mesh topology topology
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this word means the principle of a mesh, that
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is, if you hear this or that word
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it means the same thing mesh
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topology polygonal mesh segments
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all this is said about one thing about the number
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of these sub-objects in an object
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just so we have access to them we can’t get it, that
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is, we can’t select a
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separate polygon because we
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can only select an entire object according to the standard,
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but we can still access
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them, for this we have a
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special modifier
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called edit poly if we add
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the edit modifier poly to our box then we
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will get access to just these
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under the object if we open the tree
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our levels here we will see vertex
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these are the points we can select each
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point separately and move it we can select
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several points
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move several of them at once that is, we are
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now at the first level this is the
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vertex level and the level of points the
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second level is called edge these are
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the edges, that is, we can now select
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the edges and, accordingly, also somehow
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move and rotate where I switch with the
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hot keys w & r between such
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tools w & r that is, moving
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rotation scaling further next
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level and the border in this case we will
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not be able to select it because the border
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is an open edge, that is, if we did
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not have some kind of polygon, an example of
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this is the border, this is this
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open edge, which was not closed
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by a polygon, which has a hole, this is like
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since our border, the next level
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is a polygon, that is, planes, these are
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our small squares, these are all
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polygons, we can select several of them,
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we can also move them, rotate them, move
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all this can also be done, and the
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last level is elements, that is,
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solid pieces of objects, we can also select them and
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move them one object can have
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several elements, this is also no
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volume, and let me remind you that you
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can switch between them using the numbers 1 2 3 4 and
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so on, so regarding the segments
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under the object, I think it’s clear that the points are the
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very first level, the smallest, that
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is, we will go lower than the points
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we can’t go any further to the edges of the age, then to
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the borders, that is, these are groups of
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age on the open edges, then the polygons
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are particles, squares, such planes
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and elements, solid pieces of an object, with this
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I think it’s clear now about the topology,
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what I want to say is the larger the mesh, the denser
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the mesh, the more segments
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the more smooth and the geometry
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will be especially visible on the sphere,
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creating a sphere and on it I will
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show the more segments the
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spheres will be smoother if I turn off
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the display of these edge segments as 4,
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then by reducing the number of segments we
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see how the sphere will become more and
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more angular and angular, that is, the
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more segments, the smoother,
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beautiful throats we will have an object, but it is
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always worth remembering that the
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more segments, the more
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space an object takes up on your computer, the
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more it wastes resources, the harder it is
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to calculate it, that is, if we look
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here here to the left, then with 20 segments
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we have only 360 polygons, if we
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put 200 segments then we
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will already have 39 thousand polygons,
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yes, our object has become more than hours good
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paid beautiful but at the same time it doesn’t
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take up more space, from this it follows
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that we you need to correctly select the
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kong set, correctly select the number of
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segments in the gram, you must correctly build
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the topology of the object, that is, if we put
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some kind
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of object in the background where it
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will be far from the camera, then there is no point in
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making a large number of segments
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because their hearts will not be there it can be seen that
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it will be a lot
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and you will give performance if, on
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the contrary, we put the subject closer at a
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close angle in the foreground
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people will look at it accordingly,
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it should be made as well as possible
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on it you can spend more
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number of polygons more number of
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segments with this I think it’s clear so the
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number of segments that you will have
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in the scene depends on the number of polygons, that is,
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you may have more than one sphere, there may
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be two spheres, there may be
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other objects, they will all occupy
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the polygon, I pout, I copied me, the
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number of polygons increases the
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more polygons in the scene the harder it
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will be for Max to calculate all this, the
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harder it will be for your video card to
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rotate everything, that is, the more
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polygons, the more powerful the video card
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you need to work in the viewport, right
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here in this gray window, approximately, that
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is, the less fps you will have
00:09:27
now I’m moving I have shown
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here about one hundred one hundred fifty three 100
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fps score is this if I have a lot of
00:09:34
segments this fps will drop much lower
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also this affects the rendering
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the greater the number of polygons in the scene
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the longer the render will take and the
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more memory of your RAM
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it will take up approximately
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this is the ratio if you have 2 million polygons in your scene
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they will take up 1 gigabyte of
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RAM approximately this there
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may be a difference all this depends
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on the specific objects but this is approximately
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the ratio also remember that all
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textures also take up memory space
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so you should carefully distribute
00:10:08
the world distribute your
00:10:09
computer resources, in general, with these
00:10:13
we think we figured it out, what I want to
00:10:16
say finally, let’s
00:10:17
summarize, we have primitives in 3ds max
00:10:20
that are created in commands, well, in
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companies, through the create button, we
00:10:26
go in, we have two types of primitives,
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standard and extended standard these are the
00:10:32
most popular ones which are most often
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used extend primitives more
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rarely used some more
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unusual forms however it is also worth
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knowing about them further
00:10:44
any primitive has a standard or extended
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no matter there are some settings all these
00:10:49
settings are displayed at the bottom when
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selecting this object also if we
00:10:53
already have this object created
00:10:55
then we can go to the modify tab and
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find the same settings, the same
00:11:00
parameters for these primitives, too, I
00:11:03
think it’s clear then we learned that any
00:11:07
primitive, in principle, any object consists
00:11:09
of sub-objects from vertices, points from
00:11:13
edges from borders, that is
00:11:15
open sections of open edges from
00:11:18
polygons, that is, small
00:11:20
parts like these, small planes of
00:11:21
squares and
00:11:22
from elements, the element is solid pieces of
00:11:25
an object, we just
00:11:27
can’t get access to them to manage them,
00:11:30
we need to add the edit
00:11:33
poly modifier or convert the object will come out and there
00:11:35
was a field that is, we can
00:11:37
always delete the modifier, but we can no longer cancel the conversion,
00:11:40
that is, we can
00:11:41
right-click on the envelope, the envelope of the
00:11:44
children’s tour was a field, we will have the
00:11:46
same thing, but at the same time we can’t roll it back, the
00:11:48
same elements
00:11:54
have been added well 1 field we have access to under
00:11:57
the object we can edit them move
00:11:59
points move edges move polygon and
00:12:01
so on and so on about we talked about
00:12:05
topology about the number of segments the
00:12:08
greater the number of segments the
00:12:11
smoother the smoother the more beautiful
00:12:13
beads we will get an object but at the same time
00:12:15
it will take up more space in
00:12:17
RAM it will be harder for
00:12:19
your video card to turn in the viewport,
00:12:21
it will take up more
00:12:23
resources, so
00:12:25
more objects with a larger grid
00:12:28
should be placed in the foreground, you can,
00:12:30
on the contrary, reduce this grid so that
00:12:32
they take up less space since there are none of them
00:12:33
anyway it will be difficult to see and not be able to
00:12:35
distinguish whether there are many segments or
00:12:37
few, and the last thing we talked about
00:12:41
is that the number of segments
00:12:44
also affects the
00:12:46
rendering; the more segments, the
00:12:48
more space they take up in RAM; the
00:12:50
ratio is approximately 2 million
00:12:53
polygons. 1 gigabyte of RAM,
00:12:56
so it’s worth taking into account that if
00:13:00
you have 8 gigabytes of RAM on your computer,
00:13:01
in theory you
00:13:05
can rotate a scene weighing 4 by 2
00:13:10
million, that is, eight million
00:13:11
polygons, 8 million polygons, but in
00:13:18
fact it will be, of course, less
00:13:19
because you also windows, your system
00:13:21
takes up some kind of RAM and
00:13:23
these are other programs that take up
00:13:25
RAM,
00:13:26
plus in your scene you have not only geometry,
00:13:28
but also textures, some pictures,
00:13:30
there are also light sources, all this also
00:13:32
takes up RAM, so in
00:13:34
fact, if there are 8 gigabytes of RAM memory,
00:13:36
you will be able to approximately rotate the scene, well,
00:13:38
weighing 5 million polygons 45 million
00:13:41
polygons, about this good, this
00:13:45
ends the lesson today, we talked
00:13:48
about primitives and topology,
00:13:50
thanks to everyone, bye

Description:

Всем привет! Меня зовут Семен Грек и в этом видео я покажу с чего начинается моделирование в 3Ds Max 2021, расскажу про примитивы, при помощи которых моделируют любые объекты в 3D 🔥 А на моем бесплатном курсе по визуализации интерьера мы рассмотрим другие фишки 3Ds Max. Регистрируйтесь бесплатно https://grafium.pro/eazy3dsmax ✅ Подписывайтесь на наш канал https://www.youtube.com/c/%D0%A8%D0%BA%D0%BE%D0%BB%D0%B0%D0%B4%D0%B8%D0%B7%D0%B0%D0%B9%D0%BD%D0%B0%D0%93%D0%A0%D0%90%D0%A4%D0%98%D0%A3%D0%9C 👍 Ставьте палец вверх ✉ Делитесь своим мнением в комментариях Чтобы записаться на курс, напишите в нашу группу и наш куратор скажет что делать дальше: https://vk.com/im?sel=-81378927 Больше контента здесь: https://vk.com/grafium_education Наш Инст - https://www.facebook.com/unsupportedbrowser #примитивы 3d max #топология 3d max #3д макс #3ds max

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