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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