Chapter 4

Modeling in 3ds Max: Architectural Model Part II

In this chapter, you will continue working with the interior space from the previous chapter by modeling and adding some furniture—specifically, a couch and chair.

Topics in this chapter include:

  • Modeling the couch
  • Modeling the chair

Modeling the Couch

When you are starting a modeling project, make sure you have plenty of measurements, as shown in Figure 4-1’s photo of the couch you’ll model in this chapter. Always remember: reference, reference, reference. Modeling this couch is a very straightforward process. If you break it down into separate components, it is just 16 different sized boxes. The boxes are soft and cushy; they have various details, but nonetheless they are still just boxes. With the exception of the lounge end of the couch, the top cushion is the only piece on the couch that isn’t a box shape.

Figure 4-1: Couch with measurements

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Blocking Out the Couch Model

Blocking out the model means creating a simpler version of the model starting with whatever primitives fit the bill—in this case, boxes. Using the measurements shown in Figure 4-1, you will create a series of boxes and then orient them to mimic the couch. The first piece you’ll create is the bottom (the part between the seat cushions and the feet). Its measurements are 8-inches high by 72-inches wide by 31.5-inches deep. In the previous chapter, you used standard units of measurement (feet and inches); but for this chapter, you will use the default Generic units. If your Units are still set to feet and inches, refer to Chapter 3, “Modeling in 3ds Max: Architectural Model Part I,” under “Units Setup” at the beginning of the chapter, to review how to change it to Generic Units.

1. In a new 3ds Max® file, select the Perspective viewport, and then go to the Command panel and choose Create ⇒ Geometry, and click on Box. In the Keyboard Entry rollout, enter Length: 33, Width: 72, and Height: 8, but don’t change the XYZ type-ins. Then click on the Create button. The box should be in the center of the scene.
2. Next, create the cushion above this box. Select the box with the Move tool, and then hold Shift and move the box up in the Z-axis to create a new box so that it is on top of the old box. This is a quick method you can use to clone an object. The Clone Options dialog box will appear, as shown in Figure 4-2.

Figure 4-2: In the Clone Option dialog box, select Copy and click OK.

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3. In the Clone Options dialog, select Copy and click OK. Go to the Modify panel and change the Height of the new cushion box to 6.0.
4. As in step 1, create another box, but change the parameters to Length: 40, Width: 9.5, and Height: 24. This becomes the Side Armrest object. Move the box so it sits on the right side of the two stacked boxes. Create a clone for the left side of the couch using the same Move and Shift technique in the steps 2 through 3.

Now for the back piece, this is the part the back cushions sit on. We don’t see it in the picture in Figure 4-1, but it is there.

5. Create a box with the measurements Length: 6, Width: 96, and Height: 27, and then move it behind the seat-cushion boxes to form the backrest, as shown in Figure 4-3 (left). Don’t worry if the boxes don’t fit together like a puzzle; just get them close.

Figure 4-3: The first few pieces to start the couch (left); The blocked-out couch (right)

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Creating the chaise part of the couch is a bit more challenging. You’ll create a box now, and later you can alter it with the wing on the side.

6. Select the Perspective viewport. In the Keyboard Entry rollout, input the measurements Length: 53, Width: 24, and Height: 8, and click the Create button. Move the new box to the left of the seat cushions. Hold Shift and move the new box up so it is sitting on the old box, and choose Copy from the dialog window. In a similar fashion, use Move and the Shift key to make a copy of the couch’s side armrest box and move it to the left side of the couch.
7. Create another box with the measurements Length: 8, Width: 35, and Height: 18.5. Click the Create button to create a box for the back pillows. Move the box so that it is sitting on the top of the seat cushions and against the right armrest. Make a clone of this box and move it to the left, so it is next to the other pillow. Make one more clone, and move it to the left so it sits on top of the chaise seat cushions. This box is too big. With the box selected, go to the Modify panel and change the Width to 24.0. The completed blocked-out couch is shown in Figure 4-3 (right).

This process is getting a bit tedious, but you still need to create the backrest cushions. Refer to Figure 4. 1 for the measurements you’ll need. There should be three backrest cushions (two the same size and one that is smaller). Move them into place on the couch to finish blocking out of the couch, as shown in Figure 4-3. As you are creating the couch pieces, name them. Use descriptive names to help you keep the project organized.

Once you begin adding more detail to the couch pieces, you’ll have to make some adjustments to them by resizing and repositioning them.

Using NURMS to Add Softness

Non-Uniform Rational Mesh Smooth (NURMS) is a subdivision surface technique that allows you to take a low-poly model and smooth the surface into a high-poly model. This isn’t a lighting trick; you are actually changing the geometry of the model. When you apply NURMS to your model, you will see a control cage in the shape of the low-poly model; this is the mesh you actually model. Subdivision increases the poly count of your model; every level of subdivision increases the number of polygons by a factor of four. At a subdivision level (or iteration) of 1, one polygon in the control cage will become four polygons in the subdivided model. At an iteration level of 2, that one polygon becomes 16 polygons, and so on. When you’re working on a model with NURMS, it is best to work with a lower iteration level and then render with a higher level of iterations. Be cautious; poly counts rise very quickly and an iteration count needlessly high can slow you down.

Polygons are flat between the vertices, but when NURMS is turned on, a flat polygon starts to curve and smooth out as it subdivides. When you use NURMS smoothing, the more distance there is between the edges on a mesh, the smoother the result will be. When you want sharp corners, just place the edges close together. When you turning on NURMS, those close edges will retain their sharpness better. If you want a smoother, more rounded surface, then place the edges farther apart.

The best way to model with smooth surfaces is to use quad polygons in a grid formation; two splines will cross each vertex—and because each spline flows from vertex to vertex uninterrupted, the splines will continue and the 3d form will be smoothed predictably. If you have a vertex with more or less than four edges coming out of it, the splines will end and the mesh may not smooth the way you expect it to. If you want to fully understand the concept of splines flowing and ending across a 3D surface as a result of subdivision leads, spend some time studying topology, which is key to creating good 3D models that subdivide well when animated.

Many of the couch cushions will receive the same treatment, so let’s go over the next technique using only the side armrest of the couch and the chaise lounge section. After you’re finished with that, you can practice the techniques on the remaining couch boxes yourself. Continue with the project from the previous exercise or open the Couch_01.max file from the Scenes folder of the Arch Model project from the companion web page.

1. Select the Right Armrest object. Right-click on it, and from the Quad menu, select Isolate Selection. This turns off the view of the other objects in the scene to allow you to focus on this one piece. Set the rendering type to Edge Faces (F4).
2. In the Graphite Modeling Tools ribbon, select Polygon Modeling ⇒ Convert to Poly. Then choose the Edit tab and click on Use NURMS (). You will see a box that looks like the air was let out of it, as shown in Figure 4-4.

Figure 4-4: Couch side arm with NURMS applied

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If you refer to the picture of the arm of the couch from Figure 4-1, you’ll see that the arm is much more structured and closer to the shape of a box than this deflated balloon. You still need to sharpen the corners by adding more edges to the base model.

3. Back in the Graphite Modeling Tools ribbon, select the Edit tab and click the Use NURMS button again to turn it off. Editing the box is easier at this stage while it is still in box form.
4. In the Edit tab, click on the SwiftLoop tool and hover your cursor over the box to reveal a loop of edges on the box. Place one of the lines shown in Figure 4-5 by clicking where you want the loop to be added on the box. Place the other three loops shown in Figure 4-5.

Figure 4-5: Use the SwiftLoop tool to add edge loops to the box.

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5. Turn on NURMS again to see the difference with the SwiftLoop. If you refer to the reference picture of the arm in Figure 4-1, you can see that the couch arm is even more squared off than the current mesh. In the next section, you will how to add more detail.

Adding Details to the Couch

The next step in the process of creating the couch is to add the piping, which is the round decorative trim along the seam of the pillows, as shown in Figure 4-6.

1. In the Graphite Modeling Tools ribbon, select Polygon Modeling and click on Edge mode. Select the edges on the box that are identified in Figure 4-7.
2. Go to the Edges tab, and open the Chamfer Settings caddy. Change Edge Chamfer Amount to 0.15 and click OK.

Figure 4-6: Decorative piping runs along the seams of the couch.

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Figure 4-7: Select the highlighted edges.

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3. Switch to Polygon mode and select the polygons that were created with the Chamfer.
4. In the Graphite Modeling Tools ribbon, go to the Polygons tab and choose Extrude.
5. Change the Extrusion type to Local Normal, as shown in Figure 4-8.

Figure 4-8: Set the Extrusion Type to Local Normal.

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6. Set the Extrusion Height to –0.2 and select Apply and Continue (i0404.tif). This will keep the caddy open and allow you to perform another Extrude.
7. Change the Extrusion Height to 0.3.
8. Go to the Edit tab and select Use NURMS (i0402.tif).

The couch looks pretty good, but if you look closely you can see that it is still very choppy around the corners. The NURMS iterations need to be turned up. When you turn on Use NURMS, a Use NURMS tab appears in the Graphite Modeling Tools ribbon (sometimes a floating window will appear instead). In the Use NURMS tab, turn the Iterations up to 2. The finished product looks pretty good, as shown in Figure 4-9.

Figure 4-9: The finished couch arm

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Now it is time to perform the same piping detail on all the remaining couch pieces except the chaise pieces. The seat cushion and three back cushions need to have piping just like the couch arm, so you need to repeat steps 1 through 8 for the cushions. The seat base and couch back don’t have any piping so they just need to be smoothed using NURMS. Make sure to add edge loops at the corners to create the right amount of smoothing and detail. Play around with the settings to match the reference model as much as possible. Finally, you can select vertices and polygons and move them around to give the surfaces a more random and organic or “lived-in” appearance. In Figure 4-10, everything but the chaise lounge part of the couch was finished using NURMS with an iteration level of 2.

Figure 4-10: Finished pieces of the couch

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The Chaise Lounge

The chaise lounge isn’t that much different from the rest of the couch. It just has a wing section that comes out from the side, as shown in Figure 4-11. Continue with your own couch file or load Couch_02.max from the Scenes folder of the Arch Model project from the companion web page at www.sybex.com/go/3dsmax2013essentials.

1. Select the chaise cushion box (the one on top). In the Graphite Modeling Tools ribbon, select Polygon Modeling ⇒ Convert to Poly.
2. In the Edit tab, select SwiftLoop and place a new edge loop on the box, as shown in Figure 4-12.

Figure 4-11: The chaise lounge section of the couch

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Figure 4-12: Use SwiftLoop to add an edge loop in the area shown in this top view of the chase cushion box.

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3. Swing your view around to see the left side of the couch. Enter Poly mode and select the polygon on the left side where you placed the edge loop, and from the Polygons tab, select Extrude settings, set the Extrude amount to 10.0, and click OK, as shown in Figure 4-12.
4. Repeat steps 1 through 3 for the base of the chaise section of the couch.

Now that you have completed the chaise lounge section of the couch, you just have to add the finishing touches. Repeat the same steps you performed to smooth out the meshes using NURMS, add the piping detail at the edges, and move some vertices around to give the cushion a lived-in look.

Creating the Couch Feet

The final pieces you need to create for the couch are the feet. The feet are all the same, so you just need to create one foot and copy it for the other three. In Figure 4-13, look at the feet and note that they are a box shape that is thinner on the bottom. Continue with your own couch file or load the Couch_03.max from the Scenes folder of the Arch Model project from the companion web page.

1. Go to the Command panel’s Create panel, and select Geometry and click on Box. Click and drag in the Perspective viewport to create a box that will be the first foot.
2. Then go to the Command panel’s Modify panel, and enter Length: 4.0, Width: 9.5, and Height: 3.0 parameters. In the Modify panel, click on the modify list to expand an alphabetical list of modifiers. From that list, choose Taper.

Figure 4-13: The couch feet with measurements

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A modifier changes the geometric structure of a model and a Taper modifier will move the vertices near the end closer together. Using a Taper modifier is an easy way to make simple changes to your model.

3. When the Taper is applied, nothing will happen to your model until you change the Taper parameters. Change the Amount to 0.15, as shown in Figure 4-14.
4. Now move the couch foot into place under one of the corners of the couch. Use the clone operation (hold down the Shift key while you move the foot) to make duplicates of the foot and place them around the bottom of the couch at the remaining corners.
5. Take the time to select each couch foot box and rename it; use a simple naming convention such as Couch Feet01, 02, 03, etc.

Figure 4-14: The Taper parameters

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Now that the couch is finished, as shown in Figure 4-15, it should resemble the original couch, but perhaps without the lived-in look and feel the real couch has. You can create some of that look by moving vertices and polygons around so that it does not look quite so perfect.

Figure 4-15: The final couch

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Modeling the Chair

To model the chair, you’ll be taking a different approach. You’ll use a spline technique that the 3ds Max software is particularly good at. If you are used to Maya CV curves, the Bezier will seem a bit awkward; but if you are used to Photoshop’s Pen tool, then the 3ds Max Line tools way of making lines should be pretty easy. It isn’t just the way you make the lines that makes the 3ds Max tools so nice; it’s also the tools you use to make the lines into 3D objects.

Figure 4-16 shows the chair that will be modeled in this section. After saving the previous exercise’s file, click on the Applications button and choose Reset from the list that appears. This will set your interface and file back to a startup state. Start a new 3ds Max file.

Figure 4-16: The chair for the spline modeling exercise

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Adding a Viewport Background Image

Placing an image into the viewport’s background allows you to use that image as a modeling reference. Figure 4-17 show the chair with the measurements.

Figure 4-17: The chair with its measurements

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1. Click once in the Left viewport to select it. Select Alt+B to open the Viewport Configuration dialog box already set to the Background tab, and choose the Use Files option.
2. Under Setup, check Lock Zoom/Pan to link the image you’ll import to the viewport zoom.
3. In Aspect Ratio, select Match Bitmap to prevent the image from being distorted.
4. Click the Files button and navigate to the ScenesAssets/Images folder of the Arch Model project that you can download from the companion web page. Select SplineChair_SideView.tif and click OK in the dialog box.

The image will appear in the viewport, but you won’t be able to move it around or see it in any other views. Before you go any further, you need to consider the scale of the image because it will affect the scale of chair. It makes sense to build the chair to a human scale.

5. Zoom out in the Left viewport until the image fits into the viewport.
6. Then enter the Viewport Background dialog box again (Alt+X) and check the Lock Zoom/Pan to turn it off. Click OK, as shown in Figure 4-18.
7. Zoom out again in the Left viewport. The image stays put while the home grid moves. Each grid square equals 10 inches, and the chair has a 39-inch height and 32-inch width. As such, zoom out from the grid until the height of the chair has about four grid squares and the width should take care of itself.

Repeat the same steps for the Front viewport, so that you have a front-view image in the Front viewport, and instead use the SplineChair_FrontView.tif image file in the ScenesAssets/Images folder of the Arch Model project, as shown in Figure 4-19.

Figure 4-18: The Viewport Background dialog box

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Figure 4-19: The Front and Left viewport images

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Building the Splines for the Chair Frame

Now it’s time to create the splines using the following steps:

1. Start by maximizing the Left viewport (Alt+W).
2. Click on the Command panel and select Create ⇒ Shapes (), and then select the Line tool. You will use the Line tool to create a spline that follows the side view of the chair.
3. Start the spline at the bottom of the image of the chair (at point 1 in Figure 4-20), click and let go of the mouse button to create a corner point. Move your mouse to the left, and click and let go to make another corner point at the part of the chair that curves up (2). Move up to the next curve in the frame and create another corner point (3). Continue right and make another point on the curve at the top of the arm rest (4), but this time click on the center of the curve and drag the mouse to create a nice curve in the spline. End the line at the top of the chair (5) by clicking and releasing the button, and then right-click to exit the Line tool.

Figure 4-20: Create vertex points by following the numbers.

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4. In the Modify panel, select Modifier Stack and enter Vertex mode.
5. Select the two vertices on the left, as shown in Figure 4-21.

Figure 4-21: Select the two vertices on the left side of the chair frame.

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6. In the Modify panel, in the Geometry rollout, locate the Fillet tool and use a Fillet value of 3.0 in the type-in box, as shown in Figure 4-22. This will take the single vertex and split it into two to curve the line between the new vertices.

Figure 4-22: Use the Fillet tool to create a curve between the new vertices.

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7. Switch to the Move tool (W) and select the spline. Then, in the Front viewport, move the spline so it lines up with one of the arms of the chair.
8. Make a clone by holding Shift+Move and aligning the spline to the other chair arm. When the Clone dialogs pops up, select Copy and then select OK.

Now, these two splines need to be attached to form a single spline. This will allow you to create the bridge piece that runs along the bottom of the frame.

9. With either spline selected, go to the Geometry rollout, click the Attach button, and then click on the other spline.
10. Enter Vertex mode if you are not already in it. In the Geometry rollout, click the Connect button.
11. In the Perspective view, rotate the viewport so you can see both splines. Click and drag from one vertex to the other, as shown in Figure 4-23.

Figure 4-23: Use Connect to create a line between the two separate splines.

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The 3ds Max software has a very cool function you can use to create a shape along a path. The splines you just created are the paths. In the parameters of the editable spline, there is a rollout called Rendering. The controls let you turn on and off the renderability of the spline and specify its thickness in a render of the scene. Once you enable the function, the mesh can be seen in the viewport and will show when rendered. The default 3d mesh that is enabled is a radial mesh, which would make a pipe of sorts, but there is also a rectangular mesh, and both shapes have parameters that can be edited.

12. With the splines selected, go to the Rendering rollout and check the boxes for Enable In Viewport and Enable In Renderer.
13. Select Rectangular and change the Length to 2.5 and the Width to 1.0, as shown in Figure 4-24.

Figure 4-24: The Rendering parameters for the chair frame

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Click on the Render button in the main toolbar (i0403.tif) to see the results of the spline rendering, as shown in Figure 4-25.

Figure 4-25: The rectangular mesh enabled

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You can create the remaining parts of the frame, the seat and back, using the same technique. Using the viewport images, follow the same steps to create the rest of the chair frame. Continue with your chair file or load the SplineChair_Start.max from the Scenes folder of the Arch Model project from the companion web page. This file has the completed seat/back frame, as shown in Figure 4-26.

Figure 4-26: The seat and back frame are attached and connected at the base and top.

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Creating the Chair Cushion

For the chair cushion, you can’t use the same spline technique you used on the frame. To create it, you have to return to the same technique you used for the couch: Create a simple box representation and then use NURMS to soften it up.

1. In a new 3ds Max file, go to the Command panel, select Create ⇒ Geometry and click on Box. In the Box parameters, click on the Keyboard type-in rollout and enter Length: 3.0, Width: 20.0, and Height: 20.0. Don’t change the XYZ type-ins. Then click the Create button.
2. Select Alt+Q to enter Isolate Selection mode.
3. In the Graphite Modeling Tools ribbon, select Polygon Modeling ⇒ Convert to Poly.
4. In the Edit tab, select SwiftLoop (i0404.tif). Place an edge loop about three units from the bottom of the box, as shown in Figure 4-27.
5. Switch to Polygon mode (press 4); select the newly created polygon on the front face only.
6. In the Polygon tab, select the Extrude Settings box to bring up the caddy. Enter 20 units for the Height and click OK, as shown in Figure 4-28.

Figure 4-27: Using SwiftLoop, place an edge loop three units from the bottom of the box.

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Figure 4-28: Extrude the poly 20 units in height.

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7. In the Edit tab, select the SwiftLoop again, and place edge loops along the top and bottom edges, as well as along the left and right edges. This will keep the outer edges from curving in too much to keep its box shape.
8. Add two more edge loops at the top and bottom of the joint, as shown in Figure 4-29.
9. Go back to the Edit tab, and turn on Use NURMS.
10. Exit Isolate Selection mode (Alt+Q), and move and rotate the box to align it with the chair frame. It isn’t going to match the frame until you edit the cushion a bit more.
11. In the Edit tab, select Use NURMS to turn it off.
12. Enter Edge mode (press 2) and select the edge above the joint. Hold Control and click (Ctrl+click) on a segment of the edge, and then hold Shift+click on another edge. This is a shortcut for selecting a loop of edges the long way (Graphite Modeling tool ⇒ Selection tab ⇒ Loop).
13. Once the edge is selected, move it up to where the lower curve is in the chair frame, and move it out to match the curve, as shown in Figure 4-30.

Figure 4-29: Seat cushion box with the SwiftLoops added

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14. Add another SwiftLoop where the curve in the frame is toward the top, and then select and move that edge back to match the curvature in the frame.
15. Select and move the topmost edges; move and rotate them to match the frame. Turn on Use NURMS. Continue selecting, moving, and rotating edges until they are lined up with the chair frame.

Figure 4-30: Select the edge loop on the seat cushion box, and move up and out to match the curve in the chair frame.

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To finish things off, add a few extra edges very close to the joint. Then on the back side, move those edges farther away from each other, but keep the edges on the front of the joint very close to each other, as shown in Figure 4-31. This creates a sort of crease because the edges are so close together.

Figure 4-31: Extra edges added at the joint to create a crease.

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Turn on Use NURMS, go to the Use NURMS tab and turn the Iterations up to 2. This will add more subdivisions and move the cushion. Finally, select the frame and change the color to brown, as shown in Figure 4-32. Take the time to select each object and name it accordingly: Chair Cushion, Chair Frame Arms-Feet, and Chair Frame Seat-Back.

Figure 4-32: The finished chair

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Bringing It All Together

Now that the furniture is built, it’s time to furnish the room you built in the last chapter. You can do this by merging the furniture .max files into the room file. Merge allows you to load objects from one .max file into your current file. From the Scenes folder of the Arch Model project folder from the companion web page, open the ArchModel_Final.max file. This is the file that you completed in Chapter 3.

1. In the ArchModel_Final.max project file, click the Applications button (i0405.tif) and select Import ⇒ Merge.
2. When the Explore window opens, navigate to the Arch Model project folder, and find the spline chair and couch that were built earlier in this chapter. Select the Couch_03.max file and select Open.
3. The Merge dialog box will open, and you will see a list of objects available to merge from that file. At the bottom of the dialog box, select All, as shown in Figure 4-33, and click OK.

Figure 4-33: In the Merge dialog box, select All and click OK.

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4. Merged objects come into a scene already selected. They always merge into a scene at the same X-, Y-, Z- coordinates they were at in their original file. If you click the Zoom Extends All Selected button located at the lower-right corner (i0406.tif), this will zoom in on the already selected couch objects.
5. Go to the Group menu and select Group. Name the Group Couch and click OK.

Grouping lets you combine objects into a group. A group uses something like an invisible carrying case, called a dummy object, to hold your objects. Select the group and move it around, and the objects will move along with it. A group has its own pivot point. You can transform and modify a group as if it were a single object. If you want to modify an individual object in the group, go to the Group menu and choose Open. A pink bracket will appear. The objects can be individually selected and modified inside the group. When you are finished and want to close the group, choose Group ⇒ Close. Groups can also be nested, meaning you can have a group within a group. When you want to dissolve a group, just select the group and in the Group menu and choose Ungroup.

6. Move the couch to the right wall in the room. Check the images of the room for couch location (reference Figure 4-1 from the beginning of the chapter). Check the Front and Left viewports to make sure that the couch is level with the floor.
7. Repeat the steps 1 through 6 to merge in and place the spline chair using the file SplineChair_Final.max.

These two pieces of furniture look great, but they don’t fill up the room very much. To help furnish your newly built room, you can merge some prebuilt items into the space to give it a more lived-in look. Repeat steps 1 through 6 for the extra furniture pieces, which can be found in the Chapter 04 Extra Furniture folder in the Scenes folder of the Arch Model project. The room will look better after you merge the objects, as shown in Figure 4-34. The next phase for you may be to create some of your own objects to populate the room.

Figure 4-34: The room with all the merged furniture

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The Essentials and Beyond
In this chapter, you took a closer look at many of the modeling tools you had already used in Chapter 2 when you made the dresser. The Graphite Modeling tool is a staple in the model-building arsenal. The two new main tools you looked at in this chapter were the NURMS tool and the Line tool. Both are very powerful tools that can give you a lot of flexibility when modeling complex pieces.
Additional Exercises
  • Create more furniture. To start, choose a piece that resembles the ones you’ve already created. Create another chair or table with a frame similar to the chair you completed in the chapter. Create some tables and chairs that feature chrome or stainless steel tube frames or create any style of cushy chair.
  • Try to use some of the other Spline tools from previous chapters to create picture frames (Chapter 3, floor molding), lamps and vases (Chapter 2, dresser knobs), and maybe a side table or more chairs.
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