Text Modifier Based on Autodesk Platform

Text Modifier Based on Autodesk Platform

Guruprasad N., Muskaan Jain, Tamanna Pramanik
Copyright: © 2022 |Pages: 34
DOI: 10.4018/978-1-6684-4139-8.ch006
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Abstract

3ds Max is used in the video game industry for creating 3D character models, game assets, and animation. With an efficient workflow and powerful modeling tools, 3ds Max can save game artists a significant amount of time. 3ds Max fits into the animation pipeline at nearly every stage. From modeling and rigging to lighting and rendering, this program makes it easy to create professional-quality animations easier and simpler. Many industries use 3ds Max for generating graphics that are mechanical or even organic in nature. The engineering, manufacturing, educational, and medical industries all make use of 3ds Max for visualization needs as well. The real estate and architectural industries use 3ds Max to generate photorealistic images of buildings in the design phase. This way clients can visualize their living spaces accurately and offer critiques based on real models. 3ds Max uses polygon modeling which is a common technique in game design.
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Placing And Beveling Text

The modifiers which help in making 3d text and Logos are called bevel modification. This modifier helps to view the actual text into 3d text. Figure 1 shows example of Beveling Text. (Livio De Luca et al. 2006)

Figure 1.

Example of beveling text

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Working Procedure

  • 1.

    Draw a shape using spline, Rectangle spline or Circle spline.

  • 2.

    Select the shapes and then click on the Bevel modifier from the Modifier list.

  • 3.

    On modifiers list, choose from the below options; (Debabrata Samanta et al. 2011)

    • Capping: Select option called Start and/or End to cap with z value highest or lowest respectively. The end is open when either is off respectively.

    • Cap type: Click on Morph to make cap faces which is suitable for morphing process, or Click on Grid to make cap faces in order to look like grid pattern, Grid is better than morphing.

    • Surface: Click on liner sides for line intersect between segments, or select Curved sides for the segment intersection that gives a bezier curve.

    • Segments: Total number of segments which is made between the levels. Figure 2 shows Segment part of text.

Figure 2.

Segment part of text

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  • Smooth Across Levels: Which is applied to group of the edges of the beveled object to smoothen them?

  • Generate Mapping Coordinates: Which helps in the material mapping of the object. (C.H. Esteban et al. 2003)

  • Intersections: This prevents the lines intersecting within the objects(alphabets).this is achieved by adding one more vertex in the outline and transforming sharp corners into flat lines.

  • Bevel Values: This type of modifiers supports to achieve 2-4 levels of beveling of the objects

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