Our member Domagoj has submited his tutorial for beginers which will show you step by step how to model and texture a beautiful glass using 3ds max and Brazil...
Modeling and Texturing Glass ![]() This is a 3ds max 5 tutorial which explains step by step how to model a glass like the one you see above. Let's start with creating the bottom of the glass. Select Gengon (Create - Extended Primitives - Gengon) and set dimension and number of sides like in the image below. In this case, height is 18 mm, radius is 72 mm and number of sides is 8.
In order to work with millimeters, select millimeters in Units Setup (Customize - Units Setup, and select Metric: Millimeters) To see your object in a view like in the image below, right click on viewport name (Perspective) and select Smooth + Highlights (if it's not already selected) and repeat the procedure again and select Edge Faces. In order to start modeling this object, we have to make it editable. So, right click the object, and select Convert To: Convert to Editable Poly Next thing to do is to create the surface which will be extruded. Make sure that the object is selected, adn then click on Modify button (on right side) to open the Modify panel. Then in your list of Editable Poly subobjects select Vertex.
Note: To work faster, you can use the menu which opens when you right click in the viewport. I think this option is available in 3ds max 4+. In that pop-up menu, you can find many important options which are also listed on the right side. Creating of the poligon which we want to extrude will be done by using the Chamfer option. In the previous step, we checked sub-object: vertex. Right click on the viewport and select Chamfer. (In Modify panel on the right side, that option is under the Edit Vertices menu). Select vertex in the middle of the top surface of the object. When the icon of the cursor is changed, that means that you're ready to drag that vertex with already existing edges of the object. Left click and drag it so it looks like the on in this image. Next step is extruding the polygons. Right click on the viewport and select Sub-objects: Polygon. Check the Ignore Backfacing option listed in the Modify panel Selection menu. That prevents any unwanted selection of the other polygons or subobjects which are stationated on the other side. While holding Ctrl, select the polygons as shown on the image below. Note: Selected poligons are going to be red. By pressing F2, you change the look of selected polygons. F3 changes wireframe look to smooth and and back. F4 enables/disables the edge view.
Top part of the glass is too wide. As you learned before, go to Sub-object: Edge and select only the inside edges of the glass by holding Ctrl. Right click on the object and select Scale. Make it so it looks like the one on this image. In this step, it would be useful to make the glass material transparent. By presing M you open the Material Editor. Leave material as standard, feel free to change the diffuse color and make: Opacity: 50, Specular Level: 75 and Glossiness: 30. Place that material on our, still not finished, glass. Now apply Mesh Smooth modifier on the object. In Modify panel, click on the Modifer List drop menu and select Mesh Smooth. In Subdivision Amount menu, change Iiterations: 2. The glas is cirucular, not 8-sided as we wanted. It's because the surface that creates Mesh Smooth modifier touches the surfaces which we've created earlier and on which the modifier is applied. So, it's necessary to create details on a certain part of the glass. And those are bridges. Again, we're back on the basic elements of the glass. So, in Modify panel's sub menu Editable Poly chose Edge. Only select inside edges as shown on the image. Open the pop-up menu by right clicking and select on the icon next to Chamfer. In Chamfer Amount enter 4.5 mm and press OK. Now select all of the edges on the bridges except those which were already Chamfered and those on the bottom surface, and select Chamfer (the icon, not directly). Enter Amount: 0.2 mm. In Top viewport select two vertexes and choose Scale Transform and then right click on that icon to open Scale Transform Type-In and enter 500 in Offset screen and press Enter. Select the two vertexes on the right (vertexes inside the bottom of the glass) and make do the same thing, only instead of 500 enter 1000 and press Enter. Do the same thing with all eight inside bridges. Select the new poligon and choose Extrude. For value enter -0.5 mm! The glass is completed. Maybe you'll notice that the rendered image looks like there is too few segments, so feel free to change the value of Iterations in the Mesh Smooth modifier panel to 3.
This image was rendered using Brazil r/s with following options: Tutorial by our member Domagoj |

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