The Wall object is made up of three sub-object types that you can edit in the Modify panel. Similarly to the way you edit splines, you can edit the wall object, its vertices, its segments, and its profile.
When you create two wall segments that meet at a corner, 3ds Max removes any duplicate geometry. This "cleaning up" of the corners might involve trimming. 3ds Max cleans up only the first two wall segments of a corner, not any other wall segments that might share the corner. 3ds Max does not clean up intersections.
3ds Max can automatically make openings for doors and windows in a wall. At the same time, it links the door or window to the wall as its child. The most effective way of doing both is to create the doors and windows directly on a wall segment by snapping to the faces, vertices, or edges of the wall object.
If you move, scale, or rotate the wall object, the linked door or window moves, scales, or rotates along with the wall. If you move the linked door or window along the wall, using the door or window's local coordinate system and constraining motion to the XY plane, the opening will follow. Also, if you change a door or window's overall width and height on the Modify panel, the hole will reflect those changes.
For further information, see the procedure To create and place a window or door in a wall.
By default, 3ds Max assigns five different material IDs to walls. The aectemplates.mat material library includes Wall-Template, a Multi/Sub-Object material designed to be used with walls. Each component of the wall/material is listed below along with its corresponding Material ID.
Material ID | Wall/Material Component |
---|---|
1 | Vertical ends of the wall |
2 | Outside of the wall |
3 | Inside of the wall |
4 | Top of the wall, including any edges cut out of the wall |
5 | Bottom of the wall |
To create a wall:
You can create a wall in any viewport, but for vertical walls, use a Perspective, Camera, or Top viewport.
This creates a wall segment. You can end the wall by right-clicking or you can continue to create another wall segment.
If you create a room by ending a segment at the end of another segment of the same wall object, 3ds Max displays the Weld Point dialog. This dialog lets you convert the two end vertices into a single vertex, or to keep the two end vertices distinct.
To attach separate walls:
The two wall objects become part of the same wall object, but are not physically connected.
Attach stays active, and you can continue clicking wall segments to attach. To stop attaching, click the Attach button or right-click in the active viewport.
To attach multiple wall objects simultaneously to the selected wall object, click Attach Multiple on the Modify panel to open the Attach Multiple dialog. This works the same as the Select From Scene dialog, except that it shows only wall objects; choose multiple walls to attach, and then click the Attach button.
To connect vertices in a wall:
This method lets you connect two separate wall sections with a new segment.
To insert a vertex in a wall:
It is easier to work with wall vertices in wireframe view mode.
A highlighted line appears along the bottom of the wall, showing where you can insert vertices.
The new vertex is attached to the mouse cursor.
Now the mouse is attached to one of the new segments.
To detach and reorient a copy of a wall segment:
3ds Max copies the original wall’s Local coordinate system when it makes the copy of the detached segment. It places the new object so that its Local coordinate system is coincident with the World space origin.
To add a gable point to a wall profile or adjust for uneven terrain:
A grid appears.
If you prefer to add the profile point manually, click Insert, click a point on the highlighted top profile, drag the new point into place and then release where you want to place the new gable point. You can move profile points you create with Insert only within the plane of the wall segment, and you cannot move them below the original top edge.
If you want to adjust the profile for uneven terrain below a wall, click Insert, pick the highlighted bottom profile and add points as necessary.
If you want to extend multiple segments uniformly downward below floor level, do the following: At the Segment sub-object level, select the segments and, on the Edit Segment rollout, enter a negative Bottom Offset value to move the segments downward. Add the absolute value of the Bottom Offset setting back to the Height value to bring the top of the wall height back up and make it flush with the other wall segments.
To apply a texture to a wall:
Walls are created with five different material IDs for their various parts.
The aectemplates.mat material library includes Wall-Template, a Multi/Sub-Object material designed for use with walls. You can copy or copy and modify this template, or create your own material as follows:
To create and place a window or door in a wall:
For best results, perform this procedure in a wireframe viewport.
Next, use relative offset values from this new position to accurately locate the window or door. As an example, following the next two steps, you could move a window from its top left corner to the top left corner of the wall segment so that you can then move it 3 feet to the right and 2 feet down.
Sets the coordinate position along the X axis for the start point of a wall segment in the active construction plane.
Sets the coordinate position along the Y axis for the start point of a wall segment in the active construction plane.
Sets the coordinate position along the Z axis for the start point of a wall segment in the active construction plane.
Adds the point from the X, Y, and Z coordinate values you enter.
Ends creation of the wall object and creates a segment between the end point of the last segment and the start point of the first segment, to make a closed wall.
Ends creation of the wall object, leaving it open ended.
Lets you use a spline as the wall path. Click this, and then click a spline in the viewport to use as the wall path. 3ds Max uses the spline as the path along which to apply the wall object. 3ds Max doesn’t immediately recognize 2D Shapes from a linked AutoCAD drawing. To recognize Shapes from a linked AutoCAD drawing, edit the Shape with Edit Spline from the Modify panel.
The defaults produce a wall object 5 units wide, 96 units high, and justified at the center of the wall.
Sets the thickness of the wall. Range=0.01 unit to 100,000 units. Default=5.
Sets the height of the wall. Range=0.01 unit to 100,000 units. Default=96.
Assigns mapping coordinates to the wall. Default=on.
Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout. Default=off.