In older versions of 3ds Max, if you wanted to create a complex
polygonal object, your best modeling strategy would be to collapse a primitive
object to an editable poly object and work from there. But if you wanted to use
additional modifiers in the stack, you had no way of performing work on the
editable poly at a level other than at the bottom of the stack.
But now you can use the Edit Poly modifier, which implements
the functionality of the editable poly object as a modifier. This modifier lets
you create poly objects any way you need to. Because the Edit Poly modifier can
appear anywhere in the modifier stack, in multiple locations if appropriate, you
can model parametrically, retaining the modeling and animation flexibility you
need.
In this tutorial you will go through the process of using the
Edit Poly modifier to build, alter, and animate a toy spaceship. You'll perform
all of the modeling with this single modifier.
- Building the Ship's Hull
- Modeling the Tail and Thrusters
- Animating a Special Effect
In this sequence you will begin building the toy spaceship by
adding an Edit Poly modifier to a primitive cylinder to construct the basic
shape of the toy spaceship.
Create the base object:
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In the Parameters rollout, set Radius to 24 and set Height to 10. Change Height Segments to 1 and Sides to 6. Turn off the Smooth option.
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In the Coordinate Display area on the status bar, right-click each of the spinners to the right of the X, Y, and Z numeric fields to reset them to 0.0. This moves the object to the world origin.
Create the hull:
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On the main toolbar, right-click the Select And Uniform Scale tool to open the Scale Transform Type-In dialog. In the Offset:World group, type 75 in the % box and press Enter.
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On the Modify tab > Edit Poly modifier > Edit Polygons rollout, click the Bevel Settings button to open the Bevel Polygons dialog.
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On the Bevel Polygons dialog, set Bevel Type to Local Normal. Set Height to 5.0, and Outline Amount to -5.0.
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On the Bevel Polygons dialog, set Height to 2.5, and Outline Amount to -3.0. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 1.0, and Outline Amount to 0.0. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 2.0, and Outline Amount to 3.0. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 5.0, and Outline Amount to 5.0. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 18.0, and Outline Amount to 5.0. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 18.0, and Outline Amount to -4.5. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 10.0, and Outline Amount to -4.0. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 11.0, and Outline Amount to -3.5. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 12.0, and Outline Amount to -4.5. Click OK to accept the edits and close the Bevel Polygons dialog.
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The basic shape of the toy’s hull has been defined using the
Edit Poly Modifier. Next you will add a cockpit to the hull.
Now that you have created the hull and added the cockpit, it
is time to add the lower trailing thrusters.
- Modeling the Tail and Thrusters
In this lesson you will continue to use the Edit Poly modifier
to add detail to the lower rear portion of the toy’s hull.
Add the rear thrusters:
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In the modifier stack, choose the Edit Poly modifier below the Symmetry modifier. Turn on Show End Result, if necessary
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Click the Arc Rotate button. In the Perspective viewport, arc rotate the view until you can see the lower rear of the left side of the model.
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On the Edit Polygons rollout, click the Bevel Settings button. On the Bevel Polygons dialog, set Height to 0, and Outline Amount to –2.5. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 2.0, and Outline Amount to -3.5. Click Apply to accept the edits.
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On the Bevel Polygons dialog, set Height to 1.5, and Outline Amount to -1.5. Click OK to accept the edits and close the dialog.
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In the Perspective viewport, zoom and pan the view so you can see the back of the model and the selected polygon.
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On the Edit Polygons rollout, click Bevel Settings. On the Bevel Polygons dialog, set Height to 33.0, and Outline Amount to -1.5. Click OK to accept the edits and close the dialog.
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Add the tail fin:
In the following steps, you will add a new
Edit Poly modifier to the existing object in order to attach a tail object.
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On the Create panel, choose Geometry > Standard Primitives. On the Object Type rollout, click Box. In the Left viewport, click and drag to create a box.
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Make sure the Box01 object is still selected. Go to the Modify panel and then change Length to 12.0, Width to 2.0, and Height to 12.0. Set Width Segs to 2.
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In the Coordinate Display, right-click each of the spinners to the right of the X and Y values to set them to 0.0. In the Z field, enter 34.0.
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Pan and zoom in the Perspective viewport to see the tail and the rear of the spaceship more clearly, if necessary.
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On the Main toolbar, click and hold on the Select And Uniform Scale button, and from the flyout choose Select And Non-uniform Scale. Right-click the button to open the Scale Transform Type-in dialog, and set Offset: World Z to 120. Close the dialog.
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On the Extrude Polygons dialog, set Extrusion Height to 10.0. Click OK to accept the edit and close the dialog.
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On the Edit Polygons rollout, click the Hinge From Edge Settings button. On the Hinge Polygons From Edge dialog, click the Pick Hinge button. In the Perspective viewport, choose the edge at the bottom of the selected polygons.
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On the Hinge Polygons From Edge dialog, set Angle to 70.0 and Segments to 2. Click OK to accept the edits and close the dialog.
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Attach the tail fin to the hull:
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Select the Spaceship1 object, and then add an Edit Poly modifier to add a new Edit Poly to the stack.
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The two polygons on the front underside of the tail fin object are already selected. You'll also select faces on the hull to attach them to. -
In the Perspective viewport, Ctrl+click to select the two polygons on the top of the hull just behind the flat section.
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In the Bridge dialog, set Twist 1 to -1. Set Segments to 2, Taper to -0.6, Bias to 1.0, and keep Smooth at 45.0.
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- Animating a Special Effect
Edit Poly can apply many of its modeling tools to an animated
sub-object selection passed up the stack. In this lesson, you'll create an
animated special effect, the result of the space ship being hit by a futuristic
“prickly-wave” weapon.
Animate a sub-object selection:
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Select the Spaceship1 object. On the Modify panel, choose the Vol. Select modifier from the Modifier List to apply it to the object. You'll find it near the top of the list, in the Selection Modifiers category.
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In the modifier stack display, expand the Vol. Select entry and click Gizmo to access its sub-object level.
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Right-click the Select And Non-Uniform Scale button. On the Scale Transform Type-In dialog, set Offset: World > X to 10.0. Close the dialog.
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Turn on Auto Key, go to frame 20, and then move the gizmo about 140 units on the X axis so it's behind the spaceship.
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Extrude the animated sub-object selection:
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In each frame, Edit Poly applies the extrusion only vertices selected in that frame, so the extrusion effect passes over the spaceship. This shows the result of the spaceship being hit by the “prickly-wave” weapon. You can, if you like, change the time and duration of the effect by moving the keys in the track bar.
Smooth the spaceship:
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From the Modify panel > Modifier List, choose the TurboSmooth modifier to add it to the stack. On the TurboSmooth rollout, set Iterations to 2 and turn on Isoline Display.
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