Bicycle Frame - 3ds Max Modeling Tutorial
Hey guys, and welcome to the second part of the bicycle 3ds max modeling tutorial. In this 3d modeling tutorial we will be 3d modeling the frame of the bicycle. In the first part of this series we did the bicycle's fork. So, before we start this 3d modeling tutorial i must say don't hesitate to comment if you stumble upon any problems. I'm here to help.

Part 1 - Bicycle Fork - 3ds Max Modeling Tutorial
Part 2 - Bicycle Frame - 3ds Max Modeling Tutorial
Part 3 - Bicycle Crankset - 3ds Max Modeling Tutorial
Part 4 - Bicycle Pedals - 3ds Max Modeling Tutorial
Part 5 - Bicycle Handlebar - 3ds Max Modeling Tutorial
Part 6 - Bicycle Seat - 3ds Max Modeling Tutorial
Part 7 - Bicycle Wheels - 3ds Max Modeling Tutorial
Part 8 - Assembling the Bicycle - 3ds Max Modeling Tutorial

Step 1: To start this 3d modeling tutorial Open or Reset 3ds Max. In the top left corner you can see the 3ds Max icon, click on it and click Reset, Save or Don't Save your work and click YES for "Do you really want to reset?". 

Step 2: So you don't get confused with the units setup change it so that we all work with the same type. From Customize, click on Units Setup, select Generic Units and International, click OK. I've use to work with the metric system, but I've found out the with generic it's easier for everyone.

Step 3: With the Front viewport activated(you can see a dark yellow line around it), select Create, then Geometry, select the plane, change the Length and Width Segments to 1. In Keyboard Entry set the X,Y,Z coordinates to 0 and the Length and Width to 150 and click Create.
Tip: To change the view in the viewprot from Wireframe to Shaded just click on Wireframe in every viewport in the top left corner and change it.

Step 4: Press "M" on your Keyboard to open Material Editor, from Modes in the top left select Compact Material Editor, Select any slot you like and click on the Square next to Diffuse, chose Bitmap and open this file(click to open).

Step 5: With the Plane created in step 3 still selected, click on "Show Shaded Material in Viewport" and the "Assign Material to Selection". This will be our reference. We can do it without the reference but it's much easier for our 3d modeling process to do it like this.

Step 6: Now change the Viewport to Top, select it or simply change the active one by pressing "V" on your keyboard and selecting it. From Create, Geometry, select the Cylinder, changer the Height Segment to 2, Cap Segments to 1 and Sides to 8.  In Keyboard Entry set X to 0, Y to -30(so the cylinder will be in front of the plane), Z to 0, Radius to 3 and Height to 23. Click on Create.

Step 7: Maximize the Front Viewport by pressing ALT+W on your keyboard or by using the viewport navigation tool in the bottom right corner. Using the Select and Move tool and the Select and Rotate tool(be careful to rotate it only on the Z axis with the yellow circle) position the Cylinder like you see bellow.

Step 8: Change the Viewport to Perspective by pressing "P" or "V" on you keyboard. Right Click on the Cylinder and Convert it to Editable Poly.

Step 9: In the top right corner go to Modify, expend Editable Poly by clicking on the "+" sign, select Polygon selection mode, holding down CTRL select both the top and the bottom polygons and press DELETE.
Tip: If you do something Wrong in this 3d modeling tutorial just press CTRL+Z to undo.

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