This tutorial will show you a quick and easy way
to model a bookpage. The problem in such a case
would be how to easily create the appearence of
it really having layers of paper. Now, in 3D
Studio MAX there is a feature called noise,
which will be very helpful in this. Also, you
will need to use Free Form Deformation, a free
plugin from Kinetix. I will also asume along the
way that the reader has basic MAX skills, so I
will tale for granted that you know what I'm
talking about. Let's get to it.
Step 1:
Creating the mesh.
First off, create a box with 100
height segments and 8 width segments. The
measurements are L: 150 W: 100
H:30. Then, apply a FFD 2X2 modifier on it,
and select the two bottom left control points.
Drag these slightly to the left:
Here you can see the manipulated box.
Next, to create the uneven sides of the book,
add a noise modifier. The point with
this, is that if you let the noise affect only
in the width-direction (in this case the
X-axis), it will make an uneven "side" of the
book. If you add a slight noise in the Y-axis as
well, it will look even better. Here is the
"noised" book, and the noise control-box:
The "noised" book (left) and the noise
control box (right).
If you set the size to "2" the noise will not
be very big. Also, with a weak strength, it will
not do too much. The point here is that it's
supposed to look like it's slightly uneven, not
"overkill". Try out different values to get the
desired result.
The next step is to collapse the modifier
stack. This is done so the noise will be
implemented in the editable mesh, so that later
modifications to the mesh won't be screwed up.
Do not do this step until you are sure the noise
is the way you want it.
Next step is to go into Edit Mesh and
select vertices as sub-objects. Select all the
vertices on the inner side:
Select the vertices that add up to the
"inner" side of the book.
Select non-uniform scale and the
X-axis. Now scale the selected vertices
down, so that they appear to be on a
straight line:
Scale the vertices down in the X-direction
to make them appear to be on a straight line.
Next is the characteristic "buldge" that
appear in books after they have been used for a
while. To do this, add a 4X4 FFD modifier to the
mesh, and select these control points:
Select these control points.
Once you have selected them, move them
upwards, thus creating the buldge:
Move the selected control points up to
create the buldge.
Next, select all the 16 control points on the
right side, and rotate them, to make the
appearence of a bent back of the book:
Select and rotate the 16 inner control
points.
Now you have the mesh for the book pages.
Copy the pages and mirror the object along the
X-axis. Now you have all the pages in a book.
However, the book also needs a cover. This is
the easist part. Once you have aligned the twi
halves of the book, make a spline like this:
Create a spline like this.
The next and final step is to extrude the
spline. Make sure the lenght covers the book.
And that's it. Add brass corners or whatever you
want to make it look even better. This is a very
quick way of showing how to make a book, and you
probably want to do some changes and personal
twists. Next step now is to make the material
for it.
Step 2: Creating the material.
A book needs something in it. Without text,
it's hardly an interesting book. If you make a
book in MAX, of course you will have to add the
contents you want yourself, but there are a few
things you want to keep in mind when mapping it.
For instance, here are two maps I will use for
the left and the right side of this book (scaled
down):
The pages I will use. These are sketches
by Leonardo Da Vinci which i found on the
internet.
The difference in height is not imprortant
here.
The important thing to notice here are the
empty areas on the pages. These are
"buffer"-zones, to make sure that page graphics
is only visible at the very top, not down the
sides. Remember that MAX will tile the material
(if you don't turn that off, which will bring on
other problems), so that the graphics would also
be applied to the uneven edge we created
earlier. Make two different materials with the
two bitmaps you want to use, and apply them to
their respective pages.
The tricky thing is the mapping coordinates.
Add a separate UVW Map to each of the page
objects, and on both of them, rotate the
gizmo 180 degrees around the Z-axis when you
view them from the top viewport. This is to
align them correctly, not upside down. Next,
remember that we copied and mirrored the pages?
This will also mirror the mapping coordinates,
so you will have to rotate the gizmo 180
degrees around the Z-axis when viewed from the
front viewport.. Next, move the separate
gizmos to align the page graphisc the way you
want it:
Here is a shaded view of the book.
And that's it! These are the basics of it.
You will have to add brass corners, backs or
whatever you want on the book yourself. This can
easily be achieved with lofting and/or
extruding, and shouldn't be too difficult. Here
is very quick scene where I use a book modeled
this way:
A very quick scene with a book modeled
with this technique.
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