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July 14th, 2008
Here is 3ds Max Tutorial to Make Modeling an LCD Monitor Part 2. This time, you will continue learn about Autodesk 3ds Max Modeling Tutorial. This tutorial below is continue from the Part 1. If you want to see first the Part 1, let’s see “3ds Max Tutorial to Make an LCD Monitor Part 1”. Here’s the part 2 of Autodesk 3ds Max Tutorial to Make Modeling an LCD Monitor:
Phase 3. Extruding the front of the monitor
Lets learn again, now the fun part begins. By the way, did you save your work yet?
Now that we converted the box to an editable mesh, we can change and expand it by working on a sublevel. An editable mesh has 5 sublevels: Vertexes, Edges, Faces, Polygons, and Elements. In this tutorial, we will be focusing on Vertexes and Edges, and mostly on polygons. To select one of these sublevels, click the + sign in front of Editable Mesh on the Modify tab of the Command Panel and select the desired sublevel. When you select one of the sublevels, you will have a huge set of options on the scrollable bottom half of the Modify tab.

Picture – 3a
We are going to start with the front side of the monitor by extruding and scaling some polygons. It may seem a lot of work at first, but once you get the hang of it you will be doing similar stuff in seconds. First, make sure you select the sublevel Polygon as depicted in Picture-3a above. Next, select the polygon on the front of the box. You can do this in the Front view, or in the Perspective view as displayed below in Picture-3b.

Picture – 3b
At the bottom of the Modify tab, scroll down below and select Local and click the Extrude button as depicted in Picture-3c below.

Picture – 3c
Now notice that the mouse pointer changes when you move it over the polygon. Click the selected polygon, hold down the mouse button, and move up to extrude the polygon. You should have something similar as depicted in Picture-3d below. It doesn’t matter how far you extrude, because we are going to move back the polygon that is now selected.

Picture – 3d
Click the Select and Move button on the toolbar and move back the polygon as depicted in Picture-3e below, to get the results as in Picture 3f.

Picture – 3e

Picture – 3f
It may look like we have the same box as we started with, but the additional polygons we created by extruding are still there, as you will see in our next step. Important: instead of manually moving the polygon back to the place we extruded it from, you can move it back while you extrude it. For example, in the above example you moved up to extrude the polygon, if you move down again (while still holding down the mouse button) you can move the extruded polygon back to its exact original place.
Click the Select and Uniform Scale button
and scale the extruded polygon as depicted in Picture-3g below. You can do this in either the Perspective or Front view. How far you want to scale it depends on how big you want the screen and the frame to be, just keep it realistic.

Picture – 3g
Click the Extrude button again (see Picture-3c), and extrude the polygon inwards as depicted in Picture-3h below by moving down while extruding.

Picture – 3h
Now right click the Top on the Top view and select Wireframe as depicted in Picture 3i below.

Picture – 3i
Click the Select and Move button again, and move back the polygon we just extruded to almost its original place, as depicted in Picture 3-j below:

Picture – 3j
Unless you have a big screen monitor, you probably need to switch to maximum view for the next step. You can do this by clicking the Min/Max Toggle button on the bottom right (see Picture-3k below). You should do this while the Front view is selected. Press the Min/Max Toggle button whenever you want to return to the 4 views.

Picture – 3k
Click the Select and Uniform Scale button again and make the polygon just a little bit smaller by scaling it down as depicted in Picture-3l below.

Picture – 3l
Now extrude it inwards just a little bit. You may need to change to the Top view and use the Min/Max Toggle button again to switch to maximum view, and/or zoom in on the Top view. You should end up with something very similar to Picture-3m below:

Picture – 3m
Phase 4. Extruding the back of the monitor
Now we’ll start on the back of the monitor. Right-click Front on the Front View and select Back from Views as depicted in Picture-4a below.

Picture – 4a
Select the polygon on the back of the monitor, extrude it, move it back to its original position, and use Uniform Scale to scale it down as depicted in Picture-4b below. If it seems like I’m going to fast here, take a look at Picture-3d, 3e, 3f, and 3g, as we are doing the same thing on the back as we did on the front, except for the scaling part. When you scale down the extruded polygon, scale it only a little (see Picture-4b), not as far as we did on the front.

Picture – 4b
Now extrude the polygon again to make the model about three times as thick as it was (see Picture-4c below).

Picture – 4c
Scale it down a little (on the Back view) to end up with something similar as depicted in Picture-4d below:

Picture – 4d
Repeat the last step, but this time extrude it less far and scale it down only a little. You should end up with something very similar to Picture-4e below.

Picture – 4e
Extrude it again, and move the extrude polygon back to its original place again, and scale it down as depicted in Picture-4f below.

Picture – 4f
Extrude and scale down the polygon one last time to get something similar as depicted in Picture-4g below.

Picture – 4g
Now we are going to create the polygon to which the monitor’s support/foot will be attached. Select the polygon on the bottom that is closest to the last polygon we scaled down in the previous step, as depicted in Picture-4h below.

Picture – 4h
Extrude the polygon and move it back to its original position and use Uniform Scale to horizontally scale down the polygon as depicted in Picture-4i below.

Picture – 4i
Now click on the Vertex sublevel of the Editable Mesh on the Modify tab of the Command Panel, as depicted in Picture-4j below.

Picture – 4j
Select the lower two vertexes of the polygon we just created. Use Uniform Scale horizontally (on the axis which I indicated with a blue arrow in Picture-4k below) to move the vertexes closer together to make the polygon a decent rectangle. You may need to zoom in a little to make sure the edges are straight.

Picture – 4k
To continue this Autodesk 3ds Max Tutorial to Make Modeling an LCD Monitor Part 2, let’s see “3ds Max Tutorial to Make an LCD Monitor Part 3” to continue this tutorial above.
DailyCAD.com hope you can enjoy this Autodesk 3ds Max Tutorial to Make Modeling an LCD Monitor Part 2 above..
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