Creating text with a beveled edge in 3DS Max
Creating simple unbeveled text.
Dismantling
a line of text into words/letters.
Creating
beveled edge text in Max.
Experimenting
with different edge profiles.
This
tutorial explains how to use the bevel function when creating text in
3DS Max. We've used Max 5 in this tutorial, but users of Max 3 and 4 will
probably still find it useful, even though the interface varies.
Simple,
unbeveled text. (Fig 5) You
probably already know how to create simple 3D text in Max: Create
| Shapes | Text. (fig 2). Click on
the Front viewport and your text appears. Scroll down the panel to adjust
the font, size, wording etc. Then Modify |
Extrude (choose this from the drop down modifier list in Max 5
- fig 3) |
Amount: you'll need to increase this
from the default of 0.0 (fig 4) by pressing
the top arrow spinner and watching the depth grow in the side viewport.
Later, if you want to change the wording or text specifications, go to
the Modifier panel again, click on Text in the Modifier Stack and the
creation parameters will be open again.
Dismantling
a line of text into single words or letters
Figs 6 & 7..
When
you first create your text it is a 'parametric object'. This means that
in the Max Modify panel, you can go back to each step of creation, adjusting
the font, wording etc. Only when you are totally happy with your result
should you convert it from a parametric object into an editable mesh.
This is like a chicken-wire sculpture that looks like text but can't be
edited as to its font, wording etc.However it does gives you access to
other editing options. Right click on the text in the front viewport and
select Convert to | Convert to Editable Mesh
You can now choose the Element
sub object level and select one or more of your letters or words using
the usual selection tools. With elements selected (they are hilighted
in red) you can locate the detach button
in the modify panel and detach the selected elements as words or letters
(fig 7).
They now become separate objects which can be moved, resized and animated
individually. When you have finished dismantling your logo, you need to
exit sub object mode. Click back on Editable Mesh rather than Element
- the yellow hilite disappears to show you are back in normal editing
mode.
Naming your objects. It is a good idea
to give each detached object a meaningful name: you can do this by selecting
it and going into the Modify panel. The object name is at the top of the
panel.
Creating
beveled edge text
(figs 1 & 10).
Nearly
every object that you encounter in the real world is beveled. Because
it is difficult and expensive to manufacture a perfectly sharp edge, most
objects are created with chamfered, filleted or eased edges. Use Bevel
deformation to simulate these effects. Bevel values are specified in current
units:
Positive values reduce the shape, bringing it closer to the path.
Negative values add to the shape, moving it away from the path.
fig 10.
1.
Create your text object. Use the minimum number of characters and choose
a simple smooth typeface if possible. Overly complicated shapes will cause
the beveling operation to go horribly wrong!
2.
Create a single vertical line (using Create
| Shapes| Line) which will be the path used for the depth of the
lofted text. Make sure that the grid snap is on otherwise your line won't
be truly vertical.
3. Select the text object. Open the
create panel and choose Geometry | Compound
objects | Loft. Fig 11.
4. You have the text selected which
is going to be the cross sectional shape for the lofted object. Now click
the Get Path button (fig
12) which is next to the Get Shape button and select your
single vertical line. The lofted object should now be created: the text
has depth.
5. Scroll down to the skin
parameters panel and set the path steps to about 25 (fig
13). This gives lots of intermediate vertices along the length
of the text.
6. Scroll down tot the bottom of the
Modify panel to locate the Deformations
section. Click Bevel. Fig
14.
The Bevel deformations window opens up (samples
in figs 15-17). The horizonal axis is labelled in % along the lofted
object. The vertical axis is in current units which are set in Customize
| Units Setup.
Experimenting
with different edge profiles
Try
experimenting with different bevel profiles. Note that at some settings
your letters will break up with holes appearing in faces. This problem
is particularly severe with complex typefaces with lots of sharp corners.
In this case you need to reduce the size of the bevel (vertical setting)
or change to a simpler typeface.
Try adding an additional control point and changing the bevel to a curve
(right click the intermediate control point and change it to bezier smooth
- fig 15).
For more information about bevel deformations look up Bevel
| types of beveling in the Max Help system.
If you have no luck with this then look up the bevel mofifier in the 3DS
Max Help system. This is a modifier that is attached directly to a 2D
shape.
Thanks
to Rob Manton for the use of much of his original tutorial copy; 3DS Max
Image examples and web page created by Marcia Kuperberg.
Return
to top of page.
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Fig 1 Text with a sharp, beveled edge
(see fig.16 for the bevel profile)
Figs 2 & 3 Creating
text and extruding with drop down modifier in 3DS Max5.
Fig 4 Extrusion amount
Fig 5 Simple,
unbeveled text
Figs 6 (above)
& 7 (below)
The letter 'a' has been detached as an element
from the main word
Fig 7 Detaching an element
Fig 8 Clicking
the Bevel button after selecting the text object, opens up the Bevel Deformation
panel where you experiment to achieve the type of bevel you want (also
see fig 10).

Fig 9 The bevel seen here - curved outside edge with inwardly curving
depth (seen most clearly on the letter 'i') was achieved using the bevel
deformation curve shown below in fig 10. Follow steps 1 to 6 to create
beveled text.
Fig 10 Bevel
deformation curve to achieve the look shown in the text above: Fig 9.
Fig 11 To
create beveled text with this method, you create a compound object by
lofting along a a straight path and then using the bevel modifier.
Figs 12 and 13 Getting
the path for lofting and then setting the number of path steps.
Fig 14 Bevel
button to enable you to set the bevel deformation - see below.
Figs 15, 16 & 17 Experimenting
with different edge profiles radically alters the bevel on text.


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