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Mug of Ice Cubes - discreet 3ds max Tutorial

Jacquelin Vanderwood

1 Let's first create a surface for the pitcher to set upon. Select the Box Object and create a rectangle. In the top viewport create another rectangle to act as a backdrop.

2 Open the Material Editor. With the backdrop selected, click on cube next to Diffuse and select Bricks. Set to Environ and Tiling of 10/10. Name this material Backdrop. Click on Assign Material to Selection and Show Map in Viewport. Go back to Parent. Save.

3 Select the new surface and click on a new material box. Name this Surface. Click on the Diffuse cube and select Bitmap. Locate a texture to use or use an available texture in Max. Name it Surface Texture. Apply it to the surface. In the Modify Panel select Material under Surface Modifiers. Designate this Material as Material ID: 1. Click on Mesh Select. Select the Top viewport. Select the top of the Surface by pressing F2 and click on Polygon. Apply the modifier Material once more and change the Material ID number to 2. Save. Now we have the rectangle Surface with the assignment of Material ID #1 and the top of Surface with the Material ID #2. Open the Material Editor again. Go down to Maps. Next to Reflection select the box with the label None. Choose Flat Mirror. Check Apply to Faces with ID and change the ID# to 2. Go to Parent and change the value next to Reflection to 30. What this accomplishes is a subtle reflection for future objects that you will place on the Surface. 

4 Select the Line Shape icon. Create a shape as you see below. In the Modify Panel select Lathe. Click Max under Align. Click on Flip Normals and make Segments: 32. Check Weld Core.

5 Select the Torus icon. Follow the Parameters below to approximate a handle for the mug. Use Slice On and adjust to fit.

6 With the handle still selected, click on Boolean. Select Pick Operand B and Union and click on the mug. When the mug is done, you may opt to select it and reduce it's size.

7 Select the Top viewport. Select the Target Camera icon. Place the camera as you see below. Use the Left viewport to adjust it. Place a Target Spotlight also in the scene and adjust accordingly as you see below.

8 Place an Omni light in the Front viewport as you see below. In the Modify panel change it's V value to 110.

9 Select the Target Spotlight again. Select Cast Shadows. The value for V should be 255. Hotspot should be 50. Ray Traced Shadows should be selected. Click on Perspective view and press C to change to Camera view. Make the necessary adjustments using the camera adjustment icons.

10 In the Material Editor select a new material. Name it Glass. Click on the rectangle next to Diffuse and set the RGB to: 135/135/135. Make it 2-sided. Set Opacity to 50. Specular Level should be 80 and Glossiness 60.

11 Open Photoshop. Create a graphic 400x400 pixels. Use the Airbrush tool with white selected. Create a similar graphic as below. Save as a JPEG and name it Reflection. Back in Max, select the box next to Reflection. Choose Bitmap and go and find the file named Reflection and select it. Go back to the Parent. Set the value next to Reflection to 50. Render. Next select the box next to Refraction and choose Raytrace from the list. Go back to Parent. In Extended Parameters set the Index of Refraction to 1.1. Next in Maps select Opacity and choose Falloff. Now select Diffuse and choose Noise. Set it's Size to .5. Go back to Parent and change the Diffuse value to 50.

12 Select ChamferBox Object. Set the chamfer box coordinates as you see them below. Copy the cube twice. Apply a Noise modifer to each cube and vary the parameters for each one. Finally, go to the Map rollout in the Material Editor. Copy the glass material into a new slot. Rename it. Apply a Noise filter to the Bump map channel. Adjust the Noise Parameters until you achieve the look of ice cubes. Apply to each cube. Render in Camera view.

 

Copyright 2001



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