In this tutorial you’ll learn how to model a decorative chandelier in 3D Studio Max using basic tools and poly modeling techniques. You’ll learn how to create various elements using both primitive objects and splines, and how to position them using Max’s time saving Array functionality.
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Start by creating a Line (Create > Shapes > Line) with this shape. Enter Vertex mode and select all the vertices, then Right-click and choose Bezier Corner.
Using the Move tool, tweak the green points at the ends of the handles for each vertex in order to get something like this.
Now go to the Rendering menu for the line, and check Enable In Viewport and set the Sides to 18. After that Convert it to Editable Poly (Right-click > Convert To > Convert To Editable Poly.)
In Polygon mode, Select and Delete the top polygon as shown. Then select the ring of edges in the last section, and add 3 new loops as shown using Connect.
Select and Apply an Extrude to the polygons (we got after adding the three edge loops) to get this.
Select the top polygons from the middle to the end. And apply an Inset and Bevel. This will be the location where we will place the cables when we finish the model.
Add 3 new edge loops to the inside of the extrude using Ring and Connect, as shown.
Select the top middle polygons on the first end, and apply an Inset two times until you get this. Then repeat the same steps on the second end using the same values for the inset.
In Edge sub-object mode. Select the outer edge loops creating by the inset, and from the Loops menu (in the Graphite Modeling Tools Ribbon) select Loop Tools and then click on Circle.
Select the polygons in the center and click on Grow, then Delete them.
In Border sub-object mode. Select the holes and hold down Shift and drag with the Move tool on the Z-axis. First make a short drag movement and then drag one more time in order to get a loop close to the edge, which will support the geometry once we add Turbosmooth.
Ring and Connect the edge rings as shown below. Apply the Connect with 2 Segments and a Pinch value of 65.
Now Add a edge loop around the extrusion with 1 Segment and a Slide value of 90, as shown.
On the other end (bottom) make the same holes and support them as well.
Go to the other end of the line object and create a Sphere (Create > Geometry > Sphere) with 18 segments, Convert it to Editable Poly and Select the bottom 36 polygons.
Delete the selected polygons, and use Attach to combine the two objects together. Select the two open borders and use Bridge to create a new loop of polygons between the two elements to connect the geometry.
Now back to the other end (side) of the spline object again. Select and delete the top polygons.
Create a new spline (Create > Shapes > Line.) Select all vertices, Right-click and make them Bezier Corner.
Tweak the handles of the vertices in order to get something similar.
Go to the Rendering menu again and check on ‘Enable In Viewport’ and set the Sides to 18. After that Convert it to Editable Poly, the Delete the polygons at the two ends.
Create two new Spheres and repeat the same actions as before, using Attach and Bridge to combine and connect them with the main object.
Create a new Cylinder (Create > Geometry > Cylinder) with 18 Sides and 4 Height Segments. Convert it to Editable Poly and apply a Bevel one time on the top part, and four times on the bottom part until you get this shape.
On the top polygon apply an Inset, and on the bottom polygon apply a Bevel with a low Height value and a large Outline amount.
Apply a Bevel on the top part three more times, and four more times on the bottom, until you get this shape.
Apply a Bevel four more times on the bottom. And then apply a Bevel to the top with a Height value of 0. Then apply Bevel once again on the top with an Outline amount of 0.
On the top part apply the same two steps as in the previous step, but this time with a larger Height value. Apply an Inset, Extrude and Bevel on the bottom to get this result.
We continue working on the bottom side by applying extrudes with negative height values. And then apply an Inset and Extrude again, but this time with a positive value and a larger Height amount. Finally apply a Bevel one more time.
Continue by applying a Bevel two more times with the same Height and Outline values, but for the second one make the values negative. Then continue Beveling until you get something like a deformed sphere.
On the top polygon we apply an Inset, Extrude and an Inset again, then Delete the polygon. The result should look like so.
Ring the edges and add 8 new loops on the top, and 7 on the bottom using Connect.
Select the polygons between the loops and Extrude them in with a negative Height value.
On each ring made by the extrude add a new loop in the middle using Ring and Connect.
Add some extra edge loops as shown.
Add more loops as shown at the bottom.
Shift the loops on the cylinder and add one more so we have a total of four loops. Then select the polygons of each third section as shown and apply an Inset 2 times.
Using Loop Tools again, add holes as we did the last time (in Step 9.)
Select the first two decorative elements and then select the eight polygons highlighted below on the main element, and Delete them.
Go to the Hierarchy panel and choose ‘Affect Pivot Only’. Move the Pivot Point to the center of the main body as shown below. Then turn Affect Pivot Only off.
Using the Rotate tool while holding Shift, make five more copies and Rotate them in 60 degree increments.
Combine the objects together using Attach, then Select the matching borders and use the Bridge tool with 4 Segments to close the gaps. Finally apply a Turbosmooth modifier with 2 Iterations.
Select the two loops shown on the bridge we just made, and Scale them like so using the Scale tool.
Create a new Cylinder with 18 Sides, and 4 Height Segments. Then apply a Taper modifier and set a negative value for the Curve option.
Create a new Sphere with 18 Segments, and use the Scale tool to deform it a bit.
Convert the Sphere to Editable Poly. Then select the top and bottom 36 polygons and Delete them. Delete the top and bottom polygons on the cylinder as well. Attach the objects and connect the two using Bridge.
Create another Cylinder and a Sphere and repeat the same steps. The result should look like so.
On the top apply a Bevel 3 times. First with a negative value and the rest with positive values. Apply a Bevel to the bottom as well, with a low value in order to get this result.
Apply a Bevel two more times on the top part, after that Extrude and again Bevel with the same value as the second bevel we created, but this time use a negative Outline.
Continue by adding a Bevel two more times with a positive Outline. Then add a bevel with a 0 Height value and then extrude. Again apply a Bevel with 0 Height and a slightly bigger outline, finally Extrude again.
Apply an Inset and then Extrude with a negative value. Again Inset and apply a Bevel with the same Height as the extrude, but this time with a positive Height and a negative Outline.
Apply an Inset on the top polygon, and then add two new loops on each edge as shown below.
Add loops where the connections are between the spheres and cylinders.
On the top Create two new loops around the inside of the center and then using the Loop Tools make a hole on each side. Create a Torus object (Create > Geometry > Torus) with 8 sides and combine it to the object using Attach. Finally Delete the bottom 6 polygons of the torus and connect the elements together using Bridge, set the segments to 2.
On the center polygon apply an Inset and then Extrude with a negative Height value, and then Delete the center polygon. On the edge apply a Chamfer and set the segments to 2. Finally apply a Turbosmooth modifier – Iterations 2.
Create a new Cylinder with 2 Height Segments and Convert it to Editable Poly. Then on the bottom polygon, apply an Inset two times, then Extrude and finally Inset again.
Apply a Bevel two more times, and then an Inset two times as shown below.
On the top, we apply an Inset and then Delete the polygon.
Create a new Cylinder, Convert it to Editable Poly and Scale down the bottom polygon, then Bevel it four times.
Apply a Bevel four more times in order to get a rounded shape like this.
Now Bevel again five more times in order to get this shape.
Select the groups of polygons highlighted below, and apply a Bevel.
Delete the bottom polygons, and add new edge loops as shown below.
On the top polygon we first apply an Inset, and then using Bevel we create a shape similar to the outside of the element in order to give it thickness.
Close to the edges, add loops and finally apply Turbosmooth – Iterations 2.
Create a new spline with a curved shape, and then from the Rendering menu choose Rectangular and check on ‘Enable In Viewport’.
Convert it to Editable Poly and add loops close to the edges as shown, and then Delete the two side polygons.
Apply a Turbosmooth to the element and using the Rotate and Move tools position it like so. Go to the Hierarchy Panel and click on ‘Affect Pivot Only’ and set the pivot point to the center of the big element in order to rotate the copies of this element around the main element.
Go to the Tools menu and click on Array… choose Rotate > Totals and enter 360, and set the Array Dimensions 1D to 70 and click OK.
Create a slightly curved Line and apply the same settings as on the previous one.
As in the previous steps, Convert the line to Editable Poly and add loops close to the edges. Apply smooth, and using the Array function add 70 copies.
Now Create a new spline which has the profile of light bulb.
Add a Lathe modifier and check on ‘Weld Core’, "Flip Normals’ and from the Align settings, click ‘Min’.
Add a Turbosmooth – Iterations 1 and place the light bulb in the correct position as shown below.
Group all the elements plus the light bulb (Group > Group), and from the Hierarchy menu click ‘Affect Pivot Only’ and center the Pivot to the center of the main body. Finally make five copies and rotate them like so.
Create two new Lines which will be our cables. Check ‘Enable in Viewport’ and give them a medium thickness and then convert them to Editable Poly. And as we did before, make five copies and rotate them around, one for each arm.
Create a new Cylinder and Convert it to Editable Poly. Delete the top polygon and on the bottom one, apply a Bevel two times, Inset and then bevel, Extrude, and Bevel again with the same value as the bevel before the extrude. The result should be like this.
We continue by doing an Inset, Bevel, Extrude, and Inset. Extrude again with a high value for the Height and then Inset again, and finally Extrude with a negative Height.
Add some additional edge loops using Ring and Connect as shown.
Add additional edge loops at the bottom as shown, and make a hole on the side using the techniques previously covered.
Create a new Torus with 12 Sides and 24 Segments and Convert it to Editable Poly. Delete the bottom half and while holding Shift, drag downwards to create something like this.
Apply a Symmetry modifier, set the Mirror Axis to Y, and then Convert the object to Editable Poly.
Add two new edge loops on one side, and Delete the polygons between the new loops. Then select the two borders and hit the Cap button, finally apply a Chamfer to the edges.
Add a Turbosmooth modifier and make a few copies of the element in order to get something like a chain. After that make a new Line that goes in the holes, this will be our cable.
Finally go back to the top element and select the top border. Using Shift + drag, move it upwards. The first time make a small move, and for the second make a larger one in order to get a supporting edge from the first move. This will complete our Chandelier model.