Use primitives as the core of
your object. For example, to sculpt an apple, you might start out with a sphere primitive.
As you can see in Figure 4.3, 3ds Max affords you plenty of primitives to choose from
for your original form. All of these primitives have their own parameters for customizing
the form to your liking. You have already seen how to create some of these objects in the
Mobile exercise in Chapter 2, ???Your First Max Animation.???
Vertices
Bounding Box
Polygons
Edges
Figure 4.2
A sphere is composed
of polygons.
110 ?– chapter 4: Modeling in 3ds Max: Part I
Objects such as the primitives would be useless in 3ds Max if you could not edit them
to suit your needs. For example, you could sculpt a sphere into the shape of an apple. To
sculpt a surface, you will need to convert your object (such as the sphere for the apple)
into an editable object, frequently called a mesh, to get to the object??™s component level
where you can move points and reshape faces that make up the object or primitive. We
will look at that in the next section.
Meshes and Sub-Objects
Once you have chosen a primitive that will best work for your intended model, you begin
the modeling process by changing the primitive into a mesh object to access the components
of the object with which you will edit the model (such as vertices, faces, etc.
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