This tutorial looks at some of the 3ds Max features related to
materials, texturing, and rendering. The first lesson, in three parts, covers
functionality in the Unwrap UVW modifier. Following this are lessons on Render
To Texture, the Ink 'n Paint material, and the Translucent shader.
Skill level: Intermediate
Time to complete each lesson: 30–60 minutes
Features Covered in
This Tutorial
In these lessons you will learn:
-
Using the Unwrap UVW modifier.
-
Using Render To Texture to “bake” lighting, shadows, and other
scene features into a bitmap texture for use in games and other real-time
applications.
-
Using Ink 'n Paint to render comic-style images.
-
Using the Translucent shader to simulate translucent materials
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\materials_and_rendering 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 the
materials and rendering features.
- Using Unwrap UVW, Part 1
- Using Unwrap UVW, Part 2
- Using the Relax Tool
on Texture Coordinates
- Using the Channel Info
Utility
In this three-part lesson, you'll get an introduction to the
Unwrap UVW modifier, and use several of its features.
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\materials_and_rendering directory.
Before starting the tutorials, copy the
\tutorials folder from the disc to your local
program installation.
Examine the final mapping:
You'll start by looking at the final version
of a fairly detailed object mapped with the Unwrap UVW modifier.
-
Open the file
tut_unwrap_start.max.
-
Go to the Modify panel and select the
Fuselage object; just click a wing.
You can now see the object's modifier stack,
with the Unwrap UVW modifier applied to the Editable Poly object.
-
In the modifier stack display, click Face to
access this sub-object level. Also, on the Selection Parameters rollout, make
sure Select By Element is on.
This will let you select large sections of
the Fuselage object, rather than single faces.
-
On the Parameters rollout, click Edit.
This opens the Edit UVWs dialog, also known
as the UVW editor.
-
From the drop-down menu at the top right of
the window, choose
Map #10
(biplane_texture.jpg).
You can now see the UVW clusters laid out
against the texture map in the background. Each cluster represents a section of
the Fuselage geometry that is planar-mapped with the underlying area of the
bitmap texture.
-
In the Perspective viewport, click the upper
wing.
The entire wing is selected, and in the
editor window, the UVW clusters assigned to it become highlighted.
-
Still in the viewport, click different parts
of the Fuselage to see which UVW clusters correspond to them.
Highlighting a cluster makes it easier to see
how well its outline matches the shape of the underlying section of the texture
map. To change the wireframe color used by the clusters, you can also use the
Options button near the bottom-right corner of the Edit UVWs dialog. Also, it
often helps to lower the bitmap brightness as well.
Most of the Fuselage parts are combined into
a single element, which uses the clusters on the left side of the editor window.
-
In the viewport, select the nose cone (it's
right behind the propeller), and note the cluster that highlights in the editor.
The nose cone is mapped as a single piece,
which is convenient to texture with a single area of the bitmap. It's not really
flat, but the planar mapping works with it because of the UVW editor's ability
to closely match the geometry with the bitmap on a per-vertex basis.
-
Next, click one of the landing gear housings,
and note how it's mapped with four different clusters.
-
Click an empty area of the editor window to
deselect the UVW clusters.
-
In the editor, turn on Selection Modes group
> Select Element, if necessary, and click each of the previously highlighted
clusters in turn to see which part of the housing it maps. You might need to
rotate the viewport to see the highlighted polygons. If you still can't see the
selection, press
F2 and/or
F4 to enable
Shade Selected and Edged Faces, respectively. Also, the outermost cluster
corresponds to the inside of the wheel housing, so it might be a bit difficult
to spot at first.
Because the housing structure is more complex
than that of the nose cone, it makes sense to map it with four clusters instead
of one.
Ultimately, it's up to you how you map your
geometry; the UVW editor gives you the power and flexibility to use the method
that works best for you.
In this section, you'll examine Unwrap UVW's Flatten Mapping
command for automatic mapping.
Use Flatten Mapping:
-
Click an empty area of the editor window to
deselect any selected UVW clusters.
-
In the Edit UVWs dialog, open the Mapping
menu and choose Flatten Mapping.
The Flatten Mapping dialog opens.
-
Click OK to accept the default settings and
remap the Fuselage using this automatic mapping function.
The software applies planar mapping to each
section of the mesh based on the Flatten Mapping dialog settings. The editor now
displays a very different set of UVW clusters. Each cluster consists of a set of
contiguous faces in which the angle between neighboring faces is less than or
equal to the Face Angle Threshold setting in the Flatten Mapping dialog.
The main difference is that there are many
more clusters, and most of them are smaller than in the final. The wings are
relatively flat, so their clusters are easy to identify, but most of the rest
are not. You can remedy this somewhat by increasing the angle threshold.
Of course, the underlying texture map remains
the same when you change the mapping. If you look at the Perspective viewport,
you can see that the mapping is now much different than before.
-
Again choose Mapping menu > Flatten
mapping, and for Face Angle Threshold, type
61
(this is the angle used by the artist as a first step in creating the final
mapping). Click OK to perform the remapping.
The result is fewer clusters than before, but
still many more than in the final. In the next procedure, you'll look at a
couple of ways of combining these clusters.
Combine the UVW clusters:
You can use the editor's Stitch function to
combine clusters one at a time, and the modifier's Planar Map command lets you
combine several clusters simultaneously.
-
In the viewport, select the nose-cone
element.
This causes all of the UVW clusters used by
the nose-cone geometry to highlight in the editor.
-
On the editor's lower toolbar, click the
Filter Selected Faces button to turn it on.
Now only the highlighted clusters appear.
-
Click outside the bounding box to deselect
everything, and then click a vertex on one of the smaller clusters to select the
cluster.
Highlighted edges and vertices appear on one
or more other clusters to show the sub-objects shared with the selected cluster.
-
In the Tools menu, choose Stitch Selected.
The Stitch Tool dialog appears, and one of
the other clusters moves next to the selected clusters, with the shared
sub-objects “stitched” together. The software automatically stitches the cluster
with the most shared sub-objects; if two or more share the same number of
sub-objects, it picks the one with the lowest vertex ID numbers. In this case,
it picked the rightmost cluster near the top of the editor window.
-
In the dialog, click the Align Clusters check
box to turn it off, note what happens, and then click it again to turn it back
on.
When you turn off Align Clusters, the
attached cluster moves back to its original position. Use this when the
automatic alignment positions the attached cluster in an undesirable way, such
as overlapping the first cluster.
-
Click OK to close the dialog.
Next, you'll use Planar Map to combine all of
the nose cone clusters at once.
-
In the viewport, select the nose cone
element.
-
On the Modify panel > Map Parameters
rollout, click Planar.
The Planar button turns yellow and the
clusters combine into a single cluster that's roughly the shape of the nose-cone
texture in the upper-right section of the bitmap. But the cluster is oriented
differently than the texture, and is much bigger.
-
On the Map Parameters rollout, click Align X.
This will reorient the mapping gizmo so that it is perpendicular to the nose
cone element.
-
Near the bottom-right corner of the Edit UVWs
dialog, click the Rot. -90 button to match the orientation.
-
In the Modify panel > Map Parameters
rollout, click Planar again to exit Planar Mapping mode.
-
Use the Freeform Mode transform tools to
fit the cluster to the nose-cone texture. Drag the corners of the bounding box
to scale the cluster, and drag within the bounding box to move it. Check your
work in the viewport, and render if you like.
To get an exact match, you'd have to move the
vertices as well.
Tip: You can use the Edit UVWs dialog to make a template for
creating your own texture maps. Once you've got the clusters set up the way you
want them, go to the Tools menu and choose Render UVW Template, and then use the
Render UV Template button to generate a flattened 2D image of the mapping
coordinates. You can then save and open the bitmap image into your Paint
application (such as Adobe Photoshop). Use the cluster outlines as a guide for
painting the texture map.
The Unwrap UVW modifier is a powerful tool for applying
complex mapping to your objects. This tutorial covered a variety of methods for
using the modifier, including how to coordinate selection of UVW coordinates and
parts of the object, usage of the automatic mapping tools such as Flatten
Mapping, combining mapping clusters, and sketching vertices.
Using the Relax Tool
on Texture Coordinates
Using the Relax Tool on
Texture Coordinates
An important tool in the Unwrap UVW
modifier editor is Relax, which algorithmically spreads out texture
coordinates to give more even coverage of the underlying texture. This makes it
easier to assign specific texture coordinates to the desired areas of the
texture. This tutorial gives you a brief look at how to use Relax in a specific
texturing application.
Skill Level: Intermediate
Time to complete: 20 minutes
Features Covered in
This Tutorial
In this tutorial you learn:
-
Applying a Unwrap UVW modifier.
-
Using the Relax tool to affect texture
coordinates.
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\materials_and_rendering directory.
Before starting the tutorials, copy the
\tutorials folder from the disc to your local
program installation.
Set up the tutorial:
-
From the
tutorials\materials_and_rendering directory, load
the scene file
clown_head.max.
The scene contains a model of a head, with a
UVW Map modifier set to Planar applied to the face. Also applied to the face is
a material with a Checker map. The map helps show where the texture vertices
might need to be adjusted.
Apply the Unwrap UVW modifier:
-
Select the head object and go to the Modify
panel.
-
Apply an Unwrap UVW modifier.
The Unwrap UVW modifier appears at the top of
the stack, but doesn't provide a sub-object mode because you're applying it to
an existing sub-object selection.
Edit the UVW mapping:
-
On the Parameters rollout, click the Edit
button.
The Edit UVWs dialog opens.
Only the selected parts of the mesh appear,
and all texture vertices are selected.
Note that the texture vertices are most dense
around the detailed parts of the face: the eyes, nose, and mouth. This is where
you can use Relax to spread out the vertices for easier manual editing.
-
Drag a selection region around the eyes.
-
From the Edit UVWs dialog menu bar, choose
Tools > Relax dialog.
The Relax Tool dialog appears.
The Relax Tool dialog is modeless. It offers
different algorithms to relax the mapping. The default mode, Relax By Edge
Angles is often recommended as it minimizes the overlapping of edges.
-
Click the Apply button twice.
The selected vertices move apart slightly.
-
Similarly, use Relax on the vertices around
the nose and mouth.
The Relax tool in Unwrap UVW can save you time and effort by
automatically spreading out mapping vertices. In some cases, you'll need to
follow up by moving vertices to the desired final locations.
Using the Channel Info
Utility
Using the Channel Info Utility
This tutorial shows a number of different methods for using
the Channel
Info utility. This is an intermediate-level tutorial; you should be familiar
with standard 3ds Max procedures such as creating and applying materials.
Skill level: Intermediate
Time to complete: 90 minutes
All the files necessary for this tutorial are provided on the
program disc in the
\tutorials\materials_and_rendering directory.
Before starting the tutorials, copy the
\tutorials folder from the disc to your local
program installation.
Reduce a mesh object's memory footprint:
When working as a 3D artist on a
game-development project, you might receive models to work on that have already
been mapped, but it's difficult to tell what the mapping is. In addition, the
mapping might have been applied inefficiently, so that it takes up more memory
than necessary in the model's data structure. This lesson shows you how to use
Channel Info to adjust a model's mapping, thus recovering the unused memory,
which can then be used by other game assets.
-
Open the
ostrich.max scene file.
-
Apply a UVW Map
modifier to the ostrich model. Set Map Channel to
4.
-
Collapse the
ostrich object's stack; this results in an Editable Mesh object.
This simulates a situation you might
encounter as a 3D artist working for a commercial game developer: You receive a
mesh object to work on that already has mapping applied, but you don't have
direct access to the tool (modifier) originally used for applying mapping, and
you need to minimize the object's memory footprint for embedding into the game.
-
Create a standard material with a Checker map
applied as a Diffuse map. For the Checker map, set U and V Tiling both to
4.0, and set Map Channel to
4.
-
Turn on Show Map In Viewport, and apply the
map to the ostrich model.
The map appears on the model, mapped in a
planar manner parallel to the world grid.
-
Go to the Utilities panel, click the More
button, and then double-click Channel Info to open the utility. On the Utility
panel, click the Channel Info button.
The Map Channel Info dialog opens:
The dialog lists all pertinent channel
information for the object. This is described in detail in the Interface section.
The last channel, whose ID is “4:map,”
represents the mapping you applied with the UVW Map modifier. It's preceded by
three empty map channels, each of which contributes about 33 kilobytes to the
object's memory footprint. These were created because the software requires
consecutive numbering of map channels, but the memory isn't being used for
anything.
You'll use the Channel Info tools to remove
the empty channels, thus freeing up the unused memory. But first you'll copy the
mapping to the first available mapping channel, because you can delete channels
only starting with the last one.
-
Right-click the last channel, and from the
right-click menu, choose Copy.
This places the texture mapping created by
the UVW Map modifier into the copy buffer. The status line on the dialog,
beneath the row of buttons, reads “Copy Buffer Info: Node: ostrich Map Channel
4”.
-
Right-click the channel whose ID is “1:map”
(the first available texture map channel), and, from the right-click menu,
choose Paste.
The Channel Name dialog appears, giving you
the opportunity to name the pasted channel.
-
Type
Planar
Mapping and press
Enter or click OK.
Map channel 1 now also contains the planar
mapping originally applied to channel 4. You can now delete the remaining map
channels, but first you'll demonstrate that the planar mapping is indeed applied
to channel 1.
Note: With an object that has default
mapping, such as a geometric primitive, you might have pasted to channel 2
instead. This would preserve the original, default mapping as well as the planar
mapping in two different channels.
-
Open the Material Editor, if necessary, and
go to the material's diffuse map level. Use the Map Channel spinner to decrement
the value to
1 by clicking the down arrow three
times.
At map channels 3 and 2, no map appears on
the ostrich model, because those channels don't contain any mapping values. But
at map channel 1, the checker texture reappears on the object.
-
Right-click the 3:map channel, and from the
right-click menu, choose Clear.
The channel remains, and still uses 33
kilobytes of memory. This demonstrates that you can't delete intermediate
channels.
-
Right-click the 4:map channel, and from the
right-click menu, choose Clear.
-
Clear the 3:map channel, and then the 2:map
channel.
Only map channel 1 remains. You've deleted
the others, thus reducing the object's total memory footprint by approximately
99 kilobytes (the memory consumed by the three unused map channels).
-
On the Modify panel, look at the object's
modifier stack. It contains a UVW Mapping Paste and four UVW Mapping Clear
modifiers; the Channel Info utility uses these modifiers to help do its work. To
get rid of these, simply collapse the stack.
Enable vertex sub-object selections to survive topology
changes and object type changes:
Because Channel Info provides access to the
channel that stores the current vertex selection, and lets you copy that
information to other channels, you can store the vertex selection. Once you've
done so, the vertex selection will survive topology changes, such as adding mesh
resolution and even changing the object type.
It's important to remember, however, that the
vertex-selection channel has only one component, while map channels have three.
Thus, you need to copy the vertex-selection channel to a subcomponent of a map
channel.
This lesson also demonstrates usage of the Select By
Channel modifier in conjunction with Channel Info.
-
Open the
octopus.max scene file.
This octopus is at an early stage of
modeling. You'll use it to learn how to retain sub-object selections after
subdividing the mesh.
-
Select the
octopus object, open the Channel Info utility,
click one of the tracks, and then click Add to create a new map channel.
You can use the extra map channel to store
the vertex-selection data, thus retaining any information already in the
original map channel.
-
On the Modify panel, go to the Vertex
sub-object level of the Editable Poly base object.
-
From the Region Selection
flyout on the toolbar, choose Lasso Selection Region and, in the Left viewport,
select all the vertices in the octopus head. Drag out an approximate region
selection; you needn't be particularly careful about not selecting non-head
vertices for this exercise.
Next, you'll determine whether this selection
can survive a topology change on its own. You can use a special feature of
Editable Poly to automatically convert the vertex selection to a polygon
selection.
-
On the Selection rollout,
Ctrl+click the Polygon button to go to that sub-object level
while simultaneously selecting the polygons used by the existing vertex
selection.
-
On the Edit Geometry rollout, click the
Tessellate button, and then return to the Vertex sub-object level.
The vertices you selected before are
interspersed with the new, unselected vertices that were created by tessellating
the mesh. The vertex selection did not survive the topology change. That is, not
all of the head vertices are still selected.
-
Press
Ctrl+Z to undo the
tessellation.
The software restores the original vertex
selection.
-
In the Map Channel Info dialog, right-click
the vsel channel and choose Copy.
“vsel” is short for vertex selection. This
channel stores the current selection set of vertices.
-
Right-click the 2:map channel you created in
step 2.
The Paste command is unavailable, because map
channels each have three components, but the vertex-selection channel has only
one. You can't copy and paste between a one-component channel and a
three-component channel. Fortunately, Channel Info gives you optional access to
individual components of three-component channels.
-
At the top of the Map Channel Info dialog,
click the SubComp (subcomponents) button.
All three-component channels expand into
their subcomponents. vsel is the only one-component channel.
-
Right-click the 2:map:X channel and choose
Paste. When the Channel Name dialog opens, type
Head
Vertices and press
Enter.
The software adds a UVW Mapping Paste
modifier to the object's stack.
-
Return to the Editable Poly > Vertex
sub-object level, and select all of the octopus's leg vertices.
-
Copy the vsel channel to the 2:map:Y channel,
and name it
Leg Vertices.
-
In the modifier stack, right-click one of the
UVW Mapping Paste modifiers and choose Collapse All.
All of the additional modifiers are deleted,
and the pasted data is “baked” into the object mesh.
-
Apply a Tessellate modifier to the model.
The mesh resolution increases significantly.
-
Apply a Select By Channel modifier to the
octopus model.
This modifier lets you select channels that
you named in Channel Info.
-
In the Select By Channel modifier, open the
Selection Channel drop-down list.
The entries are the same as the vertex
selections you copied and pasted to the map channel subcomponents.
-
Choose each of the items from the drop-down
list in turn.
The corresponding stored vertex selection
appears on the object, including all new vertices created by the tessellation.
Note that the software automatically creates a soft selection for any vertices
that the tessellation created between the original selected and unselected
vertices; that is, on the border of the selection.
You could get the same results by copying the
stored channels back to the vsel channel in the Map Channel Info dialog, but
Select By Channel makes it easier to access the various stored selections. You
can pass the selection in the active selection channel up the stack to further
modifiers.
Normally, if you change an object's geometry
type, it's possible to lose a sub-object selection. But with Channel Info,
stored selections remain intact, as you'll see in the final part of this lesson.
-
Right-click the octopus and convert it to an
Editable Patch object. Reapply the Select By Channel modifier and access the
different stored channels.
The channels are empty, because Channel Info
doesn't support stored vertex selections in patch objects. But, as you'll see in
a moment, the stored mesh-vertex selections are still available.
-
Convert the octopus to an Editable Mesh
object. Apply another Select By Channel modifier and access the different stored
channels.
The vertex selections remain intact. If you
performed the same series of conversions, starting with an editable mesh with a
vertex selection, the selection would be permanently lost after the first
conversion.
Tip: If you're doing this sort of work and
find that you can't paste a copied channel that you think you should be able to,
try clicking the Update button on the Map Channel Info dialog. This step is
necessary, for example, after object type conversions and topology changes.
The next procedure follows on from this one.
If you'd like to try it later, save this file first.
Apply texture blending with the Vertex Color map:
In 3ds Max, the Vertex Color map works in
conjunction with Channel Info to provide access to the different named channels.
This lesson shows how to use the capabilities of the Vertex Color map along with
stored vertex selections to blend textures on an object's surface.
This lesson follows on from the
one above. If you haven't done the previous procedure, please complete it
before attempting this one.
You'll create a composite material and use
opacity to specify which sub-material should appear where.
-
Continue from the previous procedure, or open
the file you saved at the end, or open the included file
octopus01.max.
-
Open the Material Editor and apply the first
material (1-Default) to the octopus.
-
In the Material Editor, click the Standard
button, and in the Material/Map browser, double-click Composite. When the
Replace Material dialog appears, click OK to continue.
-
At the top of the Composite Basic Parameters
rollout, click the Base Material button.
-
Click the Diffuse color swatch and set it to
a bright green color.
-
Click the Go To Parent button, and then click
the Mat. 1 button. Choose a Standard material for material 1.
The Composite material uses opacity to
determine how the different materials overlay the base mesh, so that's where you
apply a Vertex Color map. You'll use Vertex Color because it provides access to
the named, stored channels.
-
On the Blinn Basic Parameters rollout, click
the Opacity map button to the right of the spinner, and choose the Vertex Color
map.
-
On the Vertex Parameters rollout, find the
Channel Name field and click the arrow button to its right.
The drop-down list shows the vertex-selection
channels you pasted and named.
-
Choose the Head Vertices channel.
-
Click the Go To Parent button, and set the
Diffuse color to a bright red.
-
Apply a UVW Map modifier to the object.
This is just so the renderer doesn't complain
about missing map coordinates when you render.
-
Render the Perspective viewport.
-
Click the Go To Parent button, and set Mat. 2
to a blue, Standard material, with Opacity mapped with a Vertex Color map set to
the Leg Vertices channel.
-
You now have an RGB octopus.
You can find the completed scene file in
octopus_final.max.
-
Also try setting the different sub-materials
to different maps such as Checker and Cellular.
This is a very powerful method of using any
mapping channel to combine different materials on an object's surface.
Enable a morph object to survive a topology change:
Sometimes, after you set up a morphing
animation with the Morpher modifier, you need to change the object geometry. For
example, the client or technical director might request that you add a facial
feature such as wart, which requires you to increase mesh resolution.
Normally, if you change the topology of the
base morph object, the morphing animation is completely lost because the base
object's topology then differs from that of the targets. To recover, you must
re-create the morph targets using the new topology, which can be a lot of work.
Instead, you can reuse the original morphing
animation via the Channel Info's Copy and Paste functions, thus saving a great
deal of time and effort.
-
Create a base object, convert it to Editable
Mesh or Editable Poly, make several copies, and modify the copies to create
morph targets. Use the Morpher modifier to set up a morphing animation on the
base object.
You can use your own scene, or load the
included scene file
octopus_morph.max. The remainder of the lesson
assumes you're using this scene, which contains a low-polygon octopus moving its
head and legs using three morph targets.
-
The leftmost object, the one animated with
the Morpher modifier, moves its head and legs. This is also referred to as the
base object. The remaining objects are
morph targets; the base object uses these poses for
the different phases of its animation. All four objects have the same geometry;
this is a requirement for morphing animation.
Before starting, you'll demonstrate how
changing the object geometry loses the morphing animation.
-
Select the base object,
octopus base, and, on the Modify panel >
modifier stack, click Editable Poly twice to go to the Vertex sub-object level.
-
On the Edit Vertices rollout, click the
Extrude button, and then, in the Perspective viewport, drag one of the neck
vertices upward to extrude it outward.
-
In the modifier stack, click Editable Poly
again to exit the Vertex sub-object level.
-
Play the animation again.
The animation is lost. This happened because
the base object's geometric structure, or
topology, is now different from that of the morph
targets.
-
Press
Ctrl+Z several
times until the octopus is no longer selected, and then play the animation.
The morphing animation is restored.
To begin, you'll use Channel Info to copy
each of the morph targets' mesh channels to different channels in the base
object.
-
Select the base object,
octopus base, and then open the Channel Info
utility.
-
On the Map Channel Info dialog, click any
channel, and then click the Add button three times to add three new map
channels.
You can store the mesh data in existing
channels such as Alpha, Illum, and vc, or add new channels to hold it. In this
lesson, you'll do the latter.
-
Select the first morph target,
octopus head forward. On the Map Channel Info
dialog, right-click the first channel,
poly,
and choose Copy from the menu.
The poly channel contains the object's mesh
data.
-
Select
octopus
base again and use the Map Channel Info dialog to paste to the 2:map
channel, which is the first new channel you created earlier with the Add button.
Name the channel
octopus head forward.
-
Similarly, copy the poly channels from the
octopus legs 1 and
octopus legs 2 objects (the second and third morph
targets) to the
octopus base object's 3:map
and 4:map channels, respectively, naming the channels
octopus legs 1 and
octopus legs
2, respectively.
Tip: If you select multiple objects, they all
appear in the Map Channel Info dialog, so you can copy and paste channels
without having to change your selection.
-
Select the base object and, in its modifier
stack, move the Morpher modifier above any UVW Mapping Paste/Add modifiers (drag
it to the top of the stack).
-
Right-click the uppermost UVW Mapping Paste
modifier and from the context menu choose Collapse To.
The added/pasted channels are combined into
the base object; only it and the Morpher modifier remain.
-
At the Editable Mesh/Poly level, refine the
mesh. For example, you might use Slice, Cut, or Tessellate to add resolution.
Try this: Select a few polygons on the front of the neck, click the QuickSlice
button, click once on either side of the polygon selection, and exit the Polygon
sub-object level.
-
Because of its modified topology, the base
object no longer morphs into the target shapes.
-
Delete all the morph targets (not the base
object).
-
Make three copies of the edited base object.
Each of these copies has the same topology as
the modified base object, and contains all of the original morph targets' shapes
in its mapping channels.
-
Select the first copy, open the Map Channel
Info dialog if necessary, and copy the
octopus head
forward channel to the poly channel. It's not necessary to rename
the poly channel when you paste.
The first morph target regains its
head-forward pose.
-
Similarly, copy the
octopus legs 1 and
octopus
legs 2 channels on the second and third copies, respectively, to the
poly channels .
-
Optional: Recover extra memory used by the
morph targets by deleting the mesh data stored in their mapping channels with
the Clear function.
Lastly, you'll set the Morpher modifier to
use the new targets.
-
Select the base object, go to the Modify
panel, and click the Morpher modifier in the stack, if necessary.
-
On the Channel List rollout, right-click the
first target name button (octopus head forward), choose Pick From Scene, and
click the first morph target object in the viewport (
octopus base01).
The new target name replaces the old one on
the button.
-
Similarly, use the Channel List buttons to
set
octopus base02 and
octopus base03 as the second and third morph
targets.
-
The morphing animation is restored intact
with the modified topology.
You can find the end result of this lesson in
the file
octopus_morph_final.max.
With its ability to store different kinds of information in
mapping channels for later retrieval, the Channel Info utility can play a role
in helping you master a variety of tasks in 3ds Max. You can use it to:
-
Eliminate unused mapping channels in an
object, thus minimizing memory usage.
-
Enable vertex sub-object selections to
survive topology changes and object type changes.
-
Blend texture edges on an object's surface,
in conjunction with the Vertex Color map.
-
Name map channels and sub-channels for access
by the Select By Channel modifier.
-
Restore morphing animation to an object after
changing its topology.
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