3ds Max has modeling features that can help you build models
more efficiently. These lessons describe each feature and show you practical
ways you can use them when constructing models.
Skill level: Beginner to Intermediate
Time to complete: 2 hours (15 to 20 minutes per lesson)
Features Covered in This
Tutorial
In these tutorials you will learn:
-
Welding vertices with the Vertex Weld modifier.
-
Features in Editable Poly.
-
Ways to use soft selection.
-
Features in the HSDS modifier.
-
How to use the Edit Normal modifier.
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\p38_lightning
directory. Before starting the tutorials, copy the
\tutorials folder from the disc to your local
program installation.
These lessons will give you hands-on experience with modeling
features.
- Using the Vertex Weld
Modifier
- Using the Editable Poly
Tools
- Using Soft Selection
- Using the HSDS Modifier
- Using the Edit Normal
Modifier
Using the Vertex Weld Modifier
In this lesson, you'll work on a model that was built with an
older version of 3ds Max. It's a low-poly model of an airplane that was created
using the Mirror tool.
Set up the lesson:
Files for this lesson are in the
tutorials\p38_lightning folder.
-
Load the
low_poly_p38.max file. This
scene includes an airplane named
Lightning.
Weld the seam between the two halves:
This model was built in an earlier version of
3ds Max using the Mirror tool, so there is a seam of unwelded vertices where the
two halves of the plane meet.
-
In the Front viewport, select the airplane,
Lightning.
-
Use Region Zoom to center the view on the
cockpit section of the airplane.
-
Choose Modifiers menu > Mesh Editing >
Vertex Weld.
You can also apply the Vertex Weld modifier
from the Modify panel > modifier list > Object-Space Modifiers > Vertex
Weld.
-
In the Parameters rollout, set the Threshold
value to
.75”.
This is one way to clean up the model.
Note: Be careful not to set Threshold too
high. If you do, the model will begin to degrade as more vertices get welded
together.
-
Experiment a little by setting the Threshold
to
1', then
6”,
and then
3”.
While the Vertex Weld can be used to reduce
the number of faces a model has, greater values distort the model drastically.
-
Set the Threshold back to
.75” and save the scene as
welded_lightning.max.
- Using the Editable Poly Tools
Using the Editable Poly Tools
3ds Max has a set of handy editable poly tools that improve the
way you can clean up and add detail to your models.
This set of lessons focuses on several tools.
Set up the lesson:
-
Open
low_poly_p38_02.max from the
tutorials\p38_lightning folder.
Detail the air intakes:
The first detail you'll add are the air
intakes on the
sponsons of your Lightning.
The sponson is the long extension between the wings and the tail section of the
airplane.
-
In the Right viewport, Zoom Region around
the sponson between the wing and tail.
-
Select the object,
Lightning.
-
Go to the Modify panel and click the
Editable Poly entry in the modifier stack.
Note: Half of the airplane disappears because
you've chosen to work at a lower level in the modifier stack.
-
Click the Show End Result On/Off
Toggle button that is located along the bottom of the modifier stack.
Turning on this toggle lets you see the
results of additional modifiers all way up the modifier stack. You now see the
other half of the airplane generated by the Symmetry modifier that was used in
the sample file you opened for this lesson.
-
From the Selection
rollout, click the Polygon button and make sure Ignore Backfacing is turned off.
-
Turn on Select Object and drag a
window across the three polygons in the center of the sponson. Make sure the
polygons at the top and bottom are not selected.
Tip: Press
F2 on the
keyboard to see selected polygons displayed in red.
-
In the Edit Polygons
rollout, click the Settings button next to the Bevel tool.
The Bevel Polygon dialog appears.
-
Set the Height to
7” and the Outline Amount to
–3.5”. Click OK.
Because the Symmetry modifier was used, any
change you make to the original half of the airplane is automatically reflected
in the mirrored half.
-
Make sure Select Object is active,
and then click the Grow button in the Selection rollout.
Grow increases the polygon selection to
include polygons that share a common edge.
-
While holding down the
Alt
key, drag a window across the middle set of polygons to deselect them. Select
only the polygons on the left and right, as viewed in the Left viewport.
-
Click the Settings button
next to the Inset tool in the Edit Polygons rollout.
The Inset Polygon dialog appears.
-
Set the Inset Amount to
1.5” and click OK.
Inset creates new polygons from the current
selection by offsetting their edges toward the inside.
-
Click the Settings button
next to the Extrude tool in the Edit Polygons rollout.
The Extrude Polygon dialog appears.
-
Set the Extrusion Height to
–5” and click OK.
The air intakes are now complete. Next, you'll
build some engine exhaust ports.
-
Save your scene as
mylightning02.
Add engine exhaust ports:
Next, you'll add exhaust ports to either side
of the forward section of the sponson near the propellers. Continue with the
model you saved during the previous exercise, or open
low_poly_p38_03.max. If you load this file, select the airplane, go to
the Modify panel, and access the Polygon sub-object level of Editable Poly.
-
In the Top viewport, use Region Zoom to zoom
into the right-side engine/propeller section.
-
Make sure the Show End Result
On/Off Toggle button at the bottom of the modifier stack is turned on.
-
Turn on Select Object and select
the polygons at the left and right sides of the engine housing. If selected
polygons do not appear in red, press the
F2 key on the
keyboard.
-
Activate the Right viewport and use Region
Zoom to center the view around the engine section. If necessary, deselect
polygons until only the topmost polygons on the engine housing are selected.
Press
F2 to display selected polygons in red.
-
Click the Settings button
next to the Inset tool in the Edit Polygons rollout.
The Inset Polygon dialog appears.
-
Set the Inset Amount to
3.5” and click OK.
-
In the Top viewport, select only the inside
polygon.
-
Click the Settings button
next to the Hinge From Edge tool in the Edit Polygons rollout.
-
Click the Pick Hinge button. In the Top
viewport, select the left edge of the selected polygon.
The button text will change to
Edge 1051. This will cause a hinged face to be
created at this edge.
-
Set the Angle value to
45 and click OK. The hinged face is created.
-
Select the outside polygon.
-
Repeat the Hinge procedure using the right
edge,
Edge 1057, as the hinge.
-
Save your scene as
mylightning03.max.
The original propellers on this model are a little too
clunky-looking. In this lesson, you'll remove the existing propeller blades and
replace them with new blades.
Set up the lesson:
-
Open
low_poly_p38_04.max.
Change the propellers:
-
In the Front viewport, use Zoom Region to
center the view around the port engine of the airplane.
-
-
Go to the Modify panel and pick the Editable
Poly entry in the modifier stack.
-
Click the Show End Result On/Off
Toggle button that is located along the bottom of the modifier stack.
-
From the Selection
rollout, turn on the Element button and make sure Ignore Backfacing is turned
on.
-
While holding down the
Ctrl key, select each of the propeller blades.
-
Click the Detach button from the Edit Geometry
rollout and click OK at the Detach dialog.
Note: When you detach the propellers, notice
that they disappear from the opposite side of the airplane. This is because they
are no longer part of the editable poly that has a Symmetry modifier applied to
it.
-
Click the Editable Poly entry in the modifier
stack to turn off the sub-object mode and pick the propellers.
-
Press the
Delete key to
remove the propellers you just detached.
Add the new propeller blades:
You'll use the Merge command to add a new
propeller blade to your model.
-
Choose File menu > Merge.
The Merge File dialog appears.
-
Browse to the
\tutorials\p38_lightning folder and double-click
the file
newprops.max.
The Merge – newprops.max dialog appears.
-
Select the
Blade01 object and click OK.
-
Activate the Front viewport and turn
on the Select And Rotate button.
-
While holding down the
Shift key, rotate around the Z-axis to approximately
120 degrees.
The Clone Options dialog appears when you
release the mouse button.
-
Set the Number Of Copies to
2 and turn on Instance in the Object group. Click OK.
Note: Turning on Instance is very important,
as you'll soon see.
Add a final touch for
realistic propeller blades
Now that the new blades are in the scene, you'll want to twist
the blades to make them look realistic. You'll use a Soft Selection to
accomplish this.
Twist the blades:
-
Turn on Select Object. In the Front
viewport, select the top propeller blade .
-
On the Modify panel, click the Vertex button
in the Selection rollout.
-
Drag a window around the top set of vertices
at the tip of the propeller blade.
-
Open the Soft Selection rollout and turn on
Use Soft Selection.
-
Drag or set the Falloff setting to
6'3”.
Notice what happens to the adjacent vertices
as you increase the falloff. Vertices closest to the top will be affected more
than the vertices that are further away.
-
Turn on the Select And Rotate button
and rotate the selected vertices around the Y-axis to
–35 degrees.
Because the second and third blade are
instances of the first, any change you make to the first blade affects the other
two.
-
Click the Vertex button in the Selection
rollout to turn off the Vertex sub-object mode.
-
Turn on Select Object and select
the
Lightning.
-
Select the Editable Poly entry in the
modifier stack and click the Attach List button, next to the Attach tool, in the
Edit Geometry rollout.
The Attach List dialog opens showing you the
three propeller blades.
-
Click the All button at the lower left and
then the Attach button.
The blades are now attached to the rest of the
airplane, and they are automatically added to the opposite half due to the
Symmetry modifier.
-
Save your scene as
mylightning04.max.
The HSDS (Hierarchical SubDivision Surface) modifier is a
finishing tool rather than a modeling tool. It gives you the best result when
working on low-polygon models, like the P-38 Lightning.
This lesson will give you a better understanding of HSDS
modifier's use. You'll use the modifier on the tail of the airplane to give it a
couple of levels of detail.
Set up the lesson:
-
Continue with the model you saved during the
previous exercise, or open
low_poly_p38_05.max in the
\tutorials\p38_lightning folder.
Refine the rudder:
-
In the Right viewport, use Zoom Region to
center the view around the rudder of the airplane.
-
-
Go to the Modify panel and pick the Editable
Poly entry in the Modifier stack.
-
Click the Show End Result On/Off
Toggle button that is located along the bottom of the modifier stack.
-
From the Modifiers menu, choose Subdivision
Surfaces > HSDS Modifier
-
From the HSDS
Parameters rollout, turn on the Element button.
You'll see half of the airplane displayed in a
yellow mesh.
-
Select the rudder element.
-
Click the Subdivide button under the
level-of-detail display.
The rudder becomes more refined and the edges
are much smoother. A level of detail, Level 1 is added to the level of detail
list.
-
On the HSDS Parameters
rollout, turn on the Polygon button, then drag a selection window over the rear
polygons on the rudder.
-
Click the Subdivide button again.
A second level of detail is added to the level
of detail list and the rear part of the rudder is even more refined.
-
Click the display button next to the Base
Level.
Level 1 and 2 are turned off and you see the
original polygons you started with.
- Using the Edit Normal
Modifier
Using the Edit Normal Modifier
The Edit Normal modifier in 3ds Max was developed with game
developers in mind. Now that many game engines and graphics hardware use pixel
and vertex shaders, demand has increased to give modelers the ability to adjust
normals interactively when looking at the result of a pixel vertex shader.
Note: In order to see the results of using the Edit Normal
modifier, 3ds Max should be configured for DirectX.
Set up the lesson:
-
Continue with the model you saved during the
previous exercise or open
low_poly_p38_06.max in the
\tutorials\p38_lightning folder.
If you use the sample scene, some of the plane's components
have been hidden for better performance. It's also been maximized to the
Perspective viewport.
Adjust the normals on the wing:
-
-
Open the Modify panel and unroll the
Modifier List.
-
The normals are indicated by the blue lines
that suddenly sprout from the model. The dark blue color tells you the normals
are Unspecified and are calculated based on the smoothing groups of surrounding
faces.
-
This normal is in the middle of the wing
between the cockpit and sponson.
You can also see which normal you've picked by
looking at the display at the bottom of the Parameters rollout.
-
Rotate the normal. Notice the effect
different rotations have on the surface of the airplane.
The surrounding surfaces get lighter or darker
depending on how you rotate the normal.
Note: Once you make a manual change to the
original orientation of the normal, the normal changes to a green color,
signifying that it's now an Explicit normal.
-
Experiment by selecting some of the other
normals, or try working with groups of normals to see how they respond.
You have learned about several powerful features that will
improve your modeling skills. The Editable Poly object is very versatile, and
works with many modifiers to help you shape an object exactly as you like.
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