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Download "Уроки 3Ds Max. Где применять sweep в 3D Max. Шпаргалки часть 20. Проект Ильи Изотова."

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диван 3d max
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3d моделирование
обучение 3d Max
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уроки 3d max
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Autodesk 3ds Max
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  • ruRussian
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00:00:00
The most commonly used application of the
00:00:03
sweep modifier is to create
00:00:06
skirting boards, cornices, moldings,
00:00:08
this is done quite simply with binding,
00:00:11
here we have some walls, a typical
00:00:13
case, and a column and a door are in the way, and along
00:00:18
these walls with binding, I deliberately
00:00:21
skip a niche in order to later
00:00:23
make a
00:00:26
plinth here along in this niche
00:00:28
I draw a line around these walls, then I create a
00:00:34
profile starting from the rectangle, and that is,
00:00:40
it doesn’t matter in what form the front left of
00:00:42
the perspective is made, I create a profile from the rectangle and
00:00:46
why because it is most convenient
00:00:49
to set the parameters in it, let’s say 70 by 30
00:00:52
if you make some kind of
00:00:56
profile with a line then it will be
00:00:58
uncontrollable in size, that is, you
00:01:00
do something and it will turn out to be 120 by 80 to 90.
00:01:04
Naturally, such a plinth will be kind of too
00:01:06
big for the smaller ones, then we convert this
00:01:10
rectangle and it will
00:01:11
come out as a spline and .
00:01:14
putting steps of interpolation no
00:01:17
more.
00:01:18
I move it somewhere here and make it smooth,
00:01:23
that is, I made a profile or took it
00:01:27
ready in any or other way,
00:01:29
created in general, we need a profile, then
00:01:33
we select a line, this is also a common
00:01:36
problem when we created a line
00:01:40
along the wall and here there are two lines, a
00:01:42
wall line and a line the very lines of the
00:01:44
rafting coincide with the Brazilian silver of
00:01:47
the wall, it’s difficult to select
00:01:51
this line of ours, but on which you need to
00:01:53
throw yourself, just poke here in
00:01:56
this place and
00:01:58
all the objects that are here in this place will be moved
00:02:01
in turn, and if
00:02:02
you pay attention here, it switches here
00:02:04
first there was a field then line field
00:02:07
line
00:02:08
and so when we selected line we stopped
00:02:10
at this and put the
00:02:12
sweep modifier on it, select a point from the
00:02:18
custom section, press peak, click on this
00:02:21
og profile and it is created along the wall,
00:02:24
but it is not always created
00:02:27
perfectly exactly as we need that is,
00:02:30
it is created exactly along the line because
00:02:32
the line is exactly with us, but it
00:02:34
becomes, for example, there it is buried a little bit deeper
00:02:35
in the wall and so on, for this we
00:02:38
position it with dots or
00:02:40
turn it inside out if necessary, so the
00:02:44
wall is
00:02:45
visible or here it is also quite
00:02:48
clearly
00:02:49
here and here we position it with dots, tick it,
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turn it in
00:02:57
one direction or another, and now we
00:02:58
actually have where we need everything simple,
00:03:02
but we forgot, for example, to cut a hole at the door,
00:03:06
for example, or here’s a niche, whatever you want in
00:03:11
how to act in this situation
00:03:14
never convert the
00:03:16
plinth cornice or molding into editable
00:03:19
poly, leave its lines
00:03:22
with a VIP draped over it, why then so that you
00:03:25
can switch to the line, select the
00:03:27
vertex points and edit the line
00:03:29
now, for example, move this point
00:03:31
to the light and now the plinth
00:03:34
has passed along this path here so this is what it
00:03:37
looks like, I’ll
00:03:38
put it back and here we
00:03:42
need to do the same thing, select the points of the reef and we’ll talk
00:03:45
about this about how to create new points
00:03:48
and how to work lines in general, see
00:03:49
the lesson called working from a line,
00:03:52
create new points
00:03:58
here, anchors, place these points in the
00:04:02
corners, change the path so
00:04:07
I’ll create another refine file here and now the light has passed
00:04:19
along a new path along this niche, if you
00:04:23
need to remove the plinth here, on the contrary, then
00:04:25
select the segment,
00:04:26
select the segment between these two
00:04:28
points, divide, delete, remove the yellow one,
00:04:31
switch to the light, here we have the plinth
00:04:34
without this piece, and so on then there is, and
00:04:38
here we need to close it on the contrary, then you
00:04:41
can either use Connect by clicking on connect
00:04:45
between two points, otherwise from this to this
00:04:50
time you closed yours, please, everything is closed,
00:04:54
or you can solder them in aldom again,
00:04:57
this is a cheat sheet, as well as many other
00:04:59
video tutorials you can find on on my
00:05:01
page in my videos
00:05:03
the album is called a modifier and the
00:05:04
link to the album can be
00:05:08
found under this video

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