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 Subject :Downloadable Texturing PDF Booklet.. 2009-05-29 12:35:41 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Modeling
Topic : Downloadable Texturing PDF Booklet

Hi all,

Those of you who've been here for a while may remember me posting a couple of texturing articles, called "Texturing for Dummies", a few years back. Those articles were very well received by the community, and even ended up in a book publishing deal for me.

Well, years later those articles had become horribly outdated, and in some cases totally incorrect. So I figured it was time for an update! Since I am currently on vacation, I took a day out to almost totally rewrite them, and have combined them all, together with entirely new sections, into an illustrated 15-page PDF file.

This article is mainly aimed at people who know very little about texture painting and UV mapping. Topics covered include basic texturing theory (ie a little about common surface parameters), a basic overview of UV mapping, and some food for thought regarding the art of texture painting. Some information, especially in the texturing theory section, has been somewhat simplified for the sake of easy explanation.

Texturing for Dummies (PDF file, 7.5mb)

Sample pages:



I also have a few other articles that may interest newcomers to texturing:

An article discussing how to determine the size for your texture maps (PDF file, 81kb)

A 17 page, illustrated set of Photoshop tips and tricks for texture painting (PDF file, 540kb)

Please feel free to print these articles out and distribute them to your friends, students, whoever. All I ask is that you don't reproduce any part of them without contacting me first.
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 Subject :Basic Tips for all modeler.. 2009-05-29 12:17:44 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Modeling
Topic : Basic Tips for all modeler

3D models require great skill, attention and patience from their creators.
The following tips can save you a lot of time and help you move your creation in the right direction.

  • Plan ahead – Before you start modeling, sit down and plan the big picture. Think of how you will want your model to move when it’s in motion and plan accordingly. If you are building your model from scratch, you will need some reference materials. Look for pictures, movie scenes and other media with similar models. Consider making a massing model to help you work out proportions and scales.
  • Go pre–made – Check out 3D model services and look for pre–made models you can use in your project. Generally, downloading these models will save you time and cash.
  • Use substitutions – Use mapping to substitute detailed mesh on objects that aren’t the main focus.
  • Keep it simple – The more complex the model, the easier it is to bog down your system and cause trouble later on.
  • Organize your folder – Keeping your files organized will make them easier to find and back up.
  • Learn the keyboard shortcuts – Learning the shortcuts will cut the time you spend moving the mouse around by 75%.
  • Save often and backup – Save your work in multiple files, on multiple disks or a flash drive. You never know when you will accidentally delete something, end up with a corrupted file, loose power or worse.
  • Think about motion – Think about how you want your model to move and perform. Make an individual parent object for each motion.
  • Think final output – Depending on the medium in which you use your model, whether it is web, video or a still—keep it in mind. Different mediums require different qualities of models. Lower quality mediums can save rendering time and possibly composition time.
  • Name objects – Name your object as you go. It’s easy to get caught up in the creation process and lose copies of your files.
  • Use soft shadows – Use spotlights with soft shadows. They render more quickly and give a more realistic effect than hard shadows.

Enjoy modeling!Cool
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 Subject :Maya : Classic girl.. 2009-05-29 12:13:58 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Modeling
Topic : Maya : Classic girl

I picked up from here:

 http://www.free3dtutorials.com/modeling/maya/making-of-classical-girl.php

 

"Making of Classical Girl " by Shiyong Wang

3Dtutorials.sk recommendation:
To maximise the realism of your 3D rendering we recommend using high quality human photo textures from the #1 texture website www.3D.sk

Introduction

This model cost me a long time. I try my best to make it perfectly, so sometimes I change the superciliary arches prominent, sometimes I choose to have the eye lids inward or outward ,sometimes I have to check the cheek bone to make it proper. and sometimes I have to better the musculus orbicularis oris shape ,the nose shape, and so on . I always make best efforts to make the structure clear ,and challenge my limits to making the oriental beauty. Then make a good balance between the structure and the appearance. With the processing going on, I find many things must be discarded. If you make it to be a muscle beauty, maybe it is not beautiful, or the beauty is not unpretentious oriental beauty that what I want to express

I have made models for years, and spend much time in drawing as well. Therefore, I have the most confidence in the structure. I realized that to make a muscle man or woman is not too difficult, but if you want to express a kind of feeling not to show a kind of skill ,you have to consider so much else. I know in this part I still have so much to improve, but I will try my best.

I am glad share with you the difficulties and the feelings arising during the making process, if this Making of can give you some help, I will be very joyful.

Welcome your e-mails to discuss every aspects of CG, and I hope I can grow with you on the road of making CG together.

The process of beauty -making

The first step, making out the outline Do not consider the five specific organs .the most important is grasping the roles' features, such as the face shape, the shapes of five organs.

Tip 1 : For example, when we enjoy a picture drawn by a great muster from distance, we also can be attracted though we can not see the details. The nearer we close to it , the more details we can see., then the picture be more attractive. So is model-making. The model should be thought good even it seen from distance. . Do not pay much attention to the details at first; the most important is considering it as a whole, and then add the details during the process. What the outline is and how to grasp the outline may be two key points. You can imagine that, you can recognize your friends from distance that moment you meet him far away, although you can not see his appearance clearly. In a similar way, you can imagine your model covered by a cloth. That is my way .If you do like that, you can save two thirds or more time to finish a model. Because most of people think more about the details at first, without considering the outline of the model, they would get lost by the process proceeding, as the lines will become more and more and it is hard to better it.

Tip 2: We can not ignore the wiring when come to the making model. In the beginning, we would spend much time in wiring. In order to reserve more time to molding, we should find an our own way which can finish wiring most rapidly, not just finish wiring at random, so that we can save a lot of time .My way is writing down the time of your every wiring, the tool you used and their order.

Step 2 the modifying and in-depth wiring

The focus here is wiring reasonably.

Tips: Put your design aside, or scanning on the computer and you use ACDSEE to open it when you want a reference. we should not import pictures dimensional software to"descripte" a model, unless you have to do an industrial model be exactly like, or else such a description is of little benefit for fostering the ability to grasping the form. From the first day, I insist on form the ability to grasp the form, then when i do mechanical model, I also insisted on that. Finally, import the picture into MAYA, I found no errors here. It built firm confidence in me. I hope you will persist in doing like that. It very benefits you. If you do not rest assured that, you will import the pictures into three-dimensional software and check it after you finished the model.

Step 3 To go in deep into the details integrally

Tips: The way that understand the objects in the form of converting the surface into block can be used to eye survey the body whether meets the standard or not. As long as there are ways, all of us can make a very good model. (The premise, of course, Is a certain understanding of human knowledge.), for example: As we all know, can imagine the nose into a trapezoid, cheekbones and jaw can form a trapezoid, the first of the two side of the egg shape, which block surface is summed up by our predecessors. We should try to sum up such laws during the process we do a model by ourselves.

Step 4 To go into the deep details roundly .the process of describing the five sense organs

Main points:

1. eyes: It is in particular point out that the upper eyelids contain the lower eyelids. Many people do not consider such a relationship; Therefore, The eyes of the model are seemed not vivid.

2. Nose: The nose is rotated into, rather than direct into .When making, a lot of people do not pay attention to the nose, in fact, there is a lot of structures.

3. Mouth: the relationship between the upper and lower lips is also containing and being contained. Upper and lower lips rotate when it is to enter the mouth

Step 5 Add eyeballs to the eyes. Why I do the double-eye I believe we all know, so I do not go into details here.

 

Step 6 This step is very important. IT is to add the eye lashes and the lachrymals gland. We often see a lot of CG masters make their characters vivid. The key is to produce a single model of the lachrymals gland alone, and then adjust Tears into the material. If you are not aware of this issue normally, I hope that this step will give you some small tips.

Step 7 Together with the eyes, eyelashes, the lachrymals, teeth, ear rings then look at the results and make appropriate adjustments

Step 8 This step is making the hair. Once I was asked how to produce the hair, I use NURBS, mainly on two LOFT curve of a surface, do not delete history records. In that case, you can amend it just by controlling the curve directly. If you want to make the effect of the wind, or want to control it as a whole, plus a fine mesh to control the curve. Using this method is very easy to adjust

 

Step 9 Add the hair and then make the clothes and the fan. It is easy to finish.

Step 10 Finally, add lighting. Lighting can be in accordance with our interests, and then use the FG of MR to render. This is the effect of rendering.(I have got her clothes changed.)

Finally, coming to map drawing, I have drowned hair, eyes, the color mapping, bump mapping, high-optical mapping, reflect-mapping. The skin is the SSS skin texture. Many people have talked about 3S material adjustment method before that I do not repeat it. Due to limited space, this time we just mainly talked about the model making. In the future we will have more opportunities to explore the material, lighting and rendering production together.

For the time being, the course comes to here, thank you all!
(c) Shiyong Wang, http://www.wangshiyong.com

 

 

 

 

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 Subject :3D MAXS: Fantasy House.. 2009-05-29 12:06:59 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Architectures
Topic : 3D MAXS: Fantasy House

I picked it from here:
http://www.free3dtutorials.com/modeling/3d-max/settled.php


"Settled" by Raymon Brugman

Foreword:

Hi all, for some of those who requested a tutorial from me, well here it is. In this tutorial I?m going to tell you how my scene called ?Settled? was made. I assume you have at least the basic knowledge and understanding of 3d. This tutorial is mainly focused on user?s 3ds max 7 (and its rendered with Vray Advanced) since I?m using this, but do not run away if you?re using Maya or some sort of other program, there are a few basics which will help you in your software package too. About this tutorial, it?s written in word (argh), and you will be able to zoom very close, to see and read the images in this document.

Getting started:

Actually I didn?t start with any concept sketches or something; I just started creating the house used in my scene, not with any higher purpose in mind, just to test out my new work station. But sketching isn?t a bad idea at all, actually it?s even better when you?re making sketches before you start, remember: changing elements and so on in a 2d sketch is much easier and faster then 3d, so when you making mistakes you can easy correct it, while in 3d it could take up hours and hours. While working on the house, I thought, well I got the house, but where is it located, what?s the environment, and so on. So I was thinking how can I make a nice scene around it. Finally I got the idea to make a picture with lots of nature and a warm summer feeling to it, you could see it as the shire where no war will struck. To be honest, I never had done anything like this with so much nature around it (mainly because my old computer simply couldn?t handle it). I had no idea how to handle such great amount of nature since nature always provides huge amounts of polygons, so I choose for planes and opacity, later more about this . I had a composition in mind close to the one in the render.

Getting your workspace right:

It?s very annoying when you don?t have a good workspace to work at, like a good desk, chair, and monitor, computer & sound setup. When I got my new computer this was something I paid lots of attention to. So I now have a desk that?s 115 cm deep and 215 cm wide, so everything has its own place, and I have space enough to rest my arms, type, work with a Wacom, drink, draw, and still have room for 2 monitors, 1 TV (out), pc, and a tuner . I absolutely can?t work without music, so I used a trick I got from my dad, to turn my music harder. A really handy thing to do is when you have external speakers hanging on your PC, amplified by a tuner, is simply to hang them on the ceiling, with chains, above the desk and monitors, this saves awesome amounts of space, but better, its reducing resonance produced by the speakers since they only hang on chains, you can then turn your music harder, without your mom vibrating off off the couch (not to hard offcourse, if you?ll just turn it to hard its going to happen anyway, that?s not to prevent). I recommend when you really want to go on in the film or media industry you get yourself a good computer, with a dual display setup. I worked 3 years on a Intel Pentium 3 ? 1 gig Hz, with 512 Mb ram with one monitor. I could use 3ds max but I could not make scenes with tremendous amounts of polygons, GI, and complex scene setups, I taught myself the basics of 3d on this old feller just by browsing tutorials I found on the internet and the ones that come packed with 3ds max, so if your starting and you haven?t got a really good pc, don?t worry, then something like a good workstation is just something for in the future. This how my 3ds max interface nowadays looks with my dual display setup. When you want to make yourself a sort of home studio, improvisation is very important.


The modeling part:

The modeling is fairly simple, actually there?s nothing hard to it. It?s in fact all box modeling. The scene contains around 290.000 polygons (you can check your number of polygons with the polygon counter which is located in the utilities menu, more, there you find the polygon counter. You have several options which are very simple) , and the real objects are mostly standard objects, like boxes (with 4x4x4 segments), which where edited with edit mesh, usually I just chamfered the edges, added some noise modifiers for the wooden parts of the building and bridges. When I had one wooden beam, I applied a UVW map on it so that I don?t have to do that when I?m al ?settled? for texturing. The UVW is a standard 50x50x50 box, because all the goniometry are simply all cubes. On the left you see how I made a roof tile, but it?s the same method as wooden beam, they just have other proportions, as you can see a UVW map already applied.

 

 

The bridge is build up mainly out of boxes, same method as the rest. The chains where made with a torus for every chain. The torussus where converted to chains as shown below. Also here I?ve applied an UVW map (box) to it, so that I don?t have to map 150 individual chains. The chains I now had, where placed by hand in position as shown below.

Then there?s of course the ground. I used a plane of 80x80 segments. But then I had to stop, I was thinking of how to do all the detailed raising, of the edges around the house (this will make it look as if the house was there for like years, and the house sort of sunk in the ground), how did I raise the footpath precisely? I thought I encountered something that was a bit harder than I thought. But actually the answer lay much closer then I thought, and became fairly simple. I used a trick I once saw on the AutoDesk website. I applied an edit poly to the ground, and I unhide the house so I knew where it stood, and where to raise the ground. Now with the edit poly modifier, go to vertex and you?ll see a paint deformation pullout menu, roll it out. It should look like the picture on the left. Leave the push/pull direction settings as they are, and you now have a displacement brush sort of zBrush like (not as detailed, because it would simply cost to much polygons. With push/pull Value you can affect the impact the brush has on your model, + is raise, - is dig. Brush size speaks for itself I think. Brush strength is the pressure on the brush, how many times you have to paint the model over to get to yourself to the push/pull value. I painted the entire terrain, to create some random terrain. I also painted the footpath a bit higher, and decided to paint me a river to make it look more idealistic.

Finally I applied some more modifiers like meshsmooth with literations 1, FFD 4x4x4, and 2 noise modifiers each with their own size, seed and intensity. I also added a simple UVW map box which is set to fit. On the next page you can see how my modifier stack looks like. With this knowledge you can simply make very nice terrain. It?s just how many polygons and time you want to put in.

The important thing is when you?re making terrain is to think what could have influenced it during the centuries lying there. To make the terrain a bit more convincing I added stones. The stones where made, with a pretty standard procedure. Take a geosphere (normal spheres aren?t very good because they don?t deform very convincing when a noise modifier is applied) and then apply a noise modifier on it, also a FFD 4x4x4 is quite handy to add, because you can deform the stone a bit more to your wishes. For the bigger stones I used 8 or 10 segments, for the smaller ones 4 or 3. Also I applied an UVW map with box to the stones again, this is handy for later cloning as mentioned earlier before. You can see a stone sample on the right.

Well that?s about it for the ground.

On to the vegetation:  

The vegetation was the hardest part in the project. How can you make millions of grass strands convincing, without blowing up you?re computer, or render times. The answer I choose was simply using opacity maps. In the first tests I did used grass planes, which where simply planes with a grass texture on it. This texture was composed with 3 or 4 different grass strands from the total textures 10 cd, so I?m sorry I can?t share the texture with you, because I think 3d total wouldn?t like it very much. But you can easily create some strands yourself, by picking some grass out of your garden, and scan them. When I finally got the texture set, I started duplicating my grass planes, but when I rendered my scene I saw this wasn?t working out with the lightning, since they are planes, they all looked very flat, and the light could not really interact with the grass. Sometimes it even made some awful bright spots on the planes when they faced a bit too much to the light. So I had to come up with an other way to fix this. Finally I got the idea to make cylinders and then apply a texture to it so it?s mapping 360 degrees around it. The cylinders where made using planes with 3 length segments and 12 horizontal segments, it was bended 360 degrees in X axis, so it actual became a real plane. I also applied a FFD 3x3x 3 modifiers to taper the upper part of the cylinder (so it has that bended grass look when it all comes together). Finally and very imported this time is to really apply a UVW map set to cylinder (fit), when you forget it this time, hell brakes loose when you?re texturing it . I came up with the the texture you see below which was the same as the first, only horizontally copied a couple of times. I came out with the one below.

Alpha maps:

The 3d total texture collections come with their own alpha maps, which provide transparency for the texture. But since my texture was modified, I had no alpha map for it, so I had to make one myself. This was the trick: In Photoshop make sure you?re texture is flattened (but save it first as a .psd). Then simply desaturate the texture, and then invert it. Be sure to desaturate it first, and then invert, or else it isn?t going to work. When it?s inverted adjust the brightness (make it brighter), then adjust the contrast which usually has to be more then the brightness, but be careful, you have to find a balance between them, or else the edges get jagged, and the opacity map will not fit correctly. When you have your opacity map save it as a new .jpg.

Its very important to keep your textures well organized, and I usually make a new folder when I start a new project.

I usually have my textures named like this (with a grass texture as example):
for color maps: Grass
For bumb: Grass Bumb
For opacity Grass Mask
For specular level, glossiness: I usually use the Grass Bumb
For specular color: I usually use the color map

You now have yourself a alpha map or opacity map (just pick the term that suites you most J ). And then, well you have to make yourself a material (standard) in 3ds max (or your software package). For diffuse, select bitmap and then choose your color map (In bitmap controls I usually turn the blur setting to 0,01). For opacity select your opacity map the same way how you did for diffuse (also blur 0,01). You now can add a bumb map, for some more depth. This is pretty much the material for the grass. I almost forgot, but I cloned the grass materials 2 times and added a darker grass color map to the diffuse, and a lighter one. (this will create more randomness in the final result). Finally I cloned the grass cylinder 2 times, so I now have 3 grass cylinders with 3 grass materials, one dark, one middle and one lighter.

Now the really fun part starts. For placing the grass I didn?t chose for scattering, since I knew I then would encounter many problems with the footpath, and the water. So I placed all grass cylinders manually. This really trains your nerves J . But remember keep the numbers of the cylinders with the 3 colors a bit equal, so one does not pop out of scene.

The grass now interacted much and much better with the light. Since the bright side of the grass and the shadow side of the grass now faded over in each other.

About the trees, they where made using the same method, only they where bended 45 degrees, and they had a higher bumb value since they are much larger this gives the trees a bit more depth. Also here I added some different color maps (lighter and darker ones) to make the scene look more organic.

The plant climbing up the roof is not a real model, bit it?s a plane folded over the roof. The plane has 8 length segments and 4 width segments. Its folded over the roof tiles like shown on the right. The material for this plant is a tiny bit different, because the plane uses the VRayDisplacementMod. You can see my settings, object and material settings below. The map you see (klimop.jpg, is just a desatured version of the color map I used. I hope this is enough, or otherwise you can always mail me for any questions;).

Texturing:

Well about the texturing, this was actually a very easy part. I usually model something, and then texture it straight away, so I can see the final result, and when imperfect, adjust the model, or edit the texture (texture map, UVW, tiling and so on). When I have to do this when all objects are cloned, it would be very difficult. Since all objects had box UVW?s applied to them, it wasn?t to hard to texture. Actually all textures are from the total textures collection 14, with a few exceptions, so this was just a manner of picking the right combination of textures.

3Dtutorials.sk recommendation:
To maximise the realism of your textures we recommend to use high quality photo textures from the #1 texture website www.environment-textures.com

The ground however was a bit harder. I didn?t chose for unwrapping, since I then only had some squares, but I really had to know where the river was, the footpath and the house. So the thing I did was just to make a snapshot from the top view port, with a strong light with shadows, giving the river and footpath shadows. This is how the scene was set up for the final snapshot.

(c) Raymon Brugman, [email protected]

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 Subject :3D MAXS: young girl.. 2009-05-29 11:58:58 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Modeling
Topic : 3D MAXS: young girl

This is from http://www.free3dtutorials.com/modeling/3d-max/young-girl.php

"Young girl " by Viki Yeo

Introduction

Hi everybody!

My name is Viki Yeo. I'm from Korea and I'm a character artist for games. I am going to show you how I created my image “Young girl”. I used 3ds Max2008, Zbrush, Mentalray, Photoshop CS2 and reference images by http://www.3d.sk .

Concept

This model is a girl who is Petra by http://www.3d.sk . When I saw her, she is a very sad girl. So, I decided to create a sad girl.

Modeling

I created a base mesh in 3ds Max. I began making the base mesh, just doing the minimum required.

After I imported base mesh, I sculptured details on using Zbrush.

The displacement map has been created and saved as a 16 bit grayscale TIFF file in Zbrush.

I brought the mesh and displacement map in 3ds Max again.

When apply displacement map, do not forget to check "Use Existing Mapping",

Switch on Luminance Center and put some strength.



I add the Shell and turbosmooth modifier to sweater.

The Eye ball consist of 2 parts.

Modeling Tip

If you turn on Preserve UVs, you can perform minor editing tasks without changing the mapping.

Moved vertices with Preserve UVs off (left); Moved vertices with Preserve UVs on (right)

I Set camera and modeled face more in detail.

Texturing / Shading

I used Photoshop to make texture and I used a combination of real photos.

For the skin I used mentalray sss shader. So I had made a diffuse map, epidermal map, bump map and specular map for her skin.



I used mental ray to render the scene. The material can be seen in the image. Here's the material setting.

Sweater were done with the mental ray architectural material. 

Sweater detail

Hair&Fur

Hair is important to a realistic character. I used Hair&Fur for creating the hairs. Hair&fur settings are showed on the image.




I used 5 Free Area Lights with Final Gathering.

All my light and render settings are showed on the image.

Compositing

The render times become crazy, so I found much easier to render the hair in a separate part, and then to combine them in photoshop.

(C) Viki Yeo, yeo1981 (at) naver.com



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 Subject :Free 3D models.. 2009-05-29 11:33:12 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Modeling
Topic : Free 3D models

Here is the free 3d model resources:

Turbosquid (great for various models)
Kohler (Great quality bath and kitchen products)
3D Cafe (great for various models)
www.hermanmiller.com
www.knoll.com
www.buildingenvironments.com
www.accustudio.com
http://www.e-interiors.net/
http://www.kit3dmodels.com
www.cadblocos.arq.br
http://www.ciberia.ya.com/susanagoy/
http://www.archicado.fr.fm/
http://www.klicker.de/e_mod02.htm
http://www.rolitech.com/models01.htm
http://www.mr-cad.com/default.php?cPath=38
http://www.viz2000.com/html/alfa/3dmodels.html

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 Subject :Auto CAD: Basic.. 2009-05-29 11:23:59 
gRXg_admin
Joined: 2009-03-12 12:03:57
Posts: 7
Location
Forum : 3D Modeling
Topic : Auto CAD: Basic

Select Faces behind on 3D Solids

In AutoCAD 2007 and later 2008 it is possible to select the face behind. For example on a 3D box that would be the face on the backside. Procedure: Place the pickbox on the front face, next press down CTRL, while pressing down CTRL you hit the spacebar once and you see that the face on the back side is selected. Don't click on any faces before AutoCAD has selected the face. It's essential that you place the pickbox virtually on the face behind before you hit the spacebar, see image below. You can also select the other faces using the same procedure.

AutoCAD faces on a 3D solid

 


Presspull

From AutoCAD 2007 a brilliant new 3D command arrived. It's called Presspull. If you have made a 3D box and want to make a hole through you can do that with PRESSPULL. First you create a rectangle with a polyline on top of 1 face on the 3D box. Next you activate PRESSPULL command and click inside the rectangle. Now you can make a hole by pulling the face on the rectangle inside the box. You can use this command for the existing faces of an object, or by imprinting additional faces on an object and pulling those inside or outside. If you pull it outside of the box, then you create a solid object pointing out from the 3D box. You can also use 3D POLYLINE instead of polyline. First align UCS so it's parallel with the side you are making a hole. Scroll down on this page to see tutorial "Creating a Wall with Polysolid".


3D Modeling in AutoCAD with Loft

With the LOFT command, you can create a new solid or surface by specifying a series of cross sections. The cross sections define the profile (shape) of the resulting solid or surface. It is recommend to use <cross sections only> or "Path", because it's easier to apply than "Guides". Use cross sections with arcs, polylines, lines or polygons. If you use closed polylines or circles as cross sections, then LOFT creates a solid in the space between the cross sections. You must specify at least two cross sections when you use the LOFT command. Use multiple arcs, splines, polylines or lines, if you like to create a open surface. Later, if you want to convert a 3D solid to a surface, then use the explode command. The LOFT command is great for 3D modeling of landscapes or other complex shapes. I used it for a ship hull.


First you create 3 splines, next you select them as cross-sections in order from A to C

AutoCAD loft, cross-sections in lofting order



Then you select Cross-sections only

AutoCAD loft, cross-sections



Finally you select smooth fit and click ok

AutoCAD loft settings



The open surface is created

AutoCAD loft command




Creating a Wall with Polysolid

A new 3D command in AutoCAD 2007 was POLYSOLID. Next I show how you create a wall, with a hole for a window.

Type Polysolid in the command line and press enter. Then type W to specify the width of the wall.

AutoCAD polysolid width



Next you type H to specify the height.

AutoCAD polysolid height



Next you specify a start point, then move the mouse to the right and type the lenght of the wall, followed by enter.

AutoCAD polysolid command



The wall is created.

AutoCAD polysolid command completed



Now you create a opening in the wall. First activate DYNAMIC UCS and OBJECT SNAP. Next you start the 3DPOLY command in the Tool palette.

AutoCAD 3D polyline



Activate object snap midpoint and object snap tracking, then snap the middle of the wall's height (without clicking). To specify the start point, you move the mouse to the right and type the distance 1000, followed by enter.

AutoCAD 3D polyline command continued



Move the mouse upwards and type the half height of the opening, followed by enter.

AutoCAD 3D polyline command continued



Move the mouse to the right and type the lenght of the opening, followed by enter.

AutoCAD 3D polyline command continued



Next you move the mouse down and type the height of the opening.

AutoCAD 3D polyline command continued



Move the mouse to the left and type the lenght of the opening, followed by enter.

AutoCAD 3D polyline command continued



Next you type C to close the 3D polyline.

Autocad 3D polyline command continued



Rectangle is created.

AutoCAD 3D polyline command completed



Start the PRESSPULL command in the dashboard and click inside the rectangle.

AutoCAD presspull command



Pull the mouse to the rear and type 500, followed by enter.

AutoCAD presspull command continued



Final result.

AutoCAD presspull command completed




Section Plane

A long time missed feature in AutoCAD has finally arrived. It is the command SECTIONPLANE. For example to make a cross section view of a house. I will explain you the most easy way to do this.

Type sectionplane in the command line, followed by enter.

Then chose <Orthographic> by typing O, followed by enter. Next you select left in the menu. You are done!

AutoCAD cross section

Final result, a cross section.

AutoCAD cross section completed

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