Adjusting Smoothing Groups
 
 
 

Apply a smooth modifier to parts of the body:

  1. Continue working on your file from the previous exercise or load the file soldier04.max found under \tutorials\low-polygon-modeling.
  2. Select the shirt in any viewport.
  3. From the Modify panel, apply a Smooth modifier.
  4. In the Parameters rollout, choose any smoothing group number.

    This forces all polygons on this shirt object to share a single smoothing group, eliminating any visible edges.

  5. Select the pants and apply a Smooth modifier as you did with the shirt.
  6. Choose a smoothing group different from the one you used for the shirt.

    Again, this smoothes the polygon edges. In this case though, it might be slightly overdone, since you might want a stronger edge between the belt and the pants.

  7. Turn on Auto Smooth and set Threshold to 70.0. Smoothing is now performed based on an angle threshold that you specified, separating the belt from the pants.

  8. Continue applying the Smooth modifier to the rest of the objects. Try out both methods (Auto Smooth vs. manual) where you see fit.

    NoteRemember that you need to apply Smooth to only one boot and one arm, as you instanced these two objects to create the opposite limbs.

Merge the Head and Apply Smoothing Groups to its Sub-Objects

The last remaining step is to combine the soldier's head with its body, and use smoothing groups once more to help blend the polygons together. This time, though, you apply the smoothing groups to the head using selection sets at the sub-object level.

  1. Choose File > Merge, and open Head_Helmet_Visor.max from the Merge File dialog.
  2. On the Merge dialog, highlight Low-Poly Head and click OK.

    The soldier's head now rests on top of its body, except that it is still faceted.

  3. Go into Polygon sub-object level and turn on Show End Result to have a better view.
  4. On the Main toolbar, expand the Named Selection Sets drop-down list.

    The list already contains a few selection sets associated with either the face or the helmet.

  5. Choose Helmet from the list.

    This selects all helmet polygons, excluding those that give the helmet its depth.

  6. On the Polygon Properties rollout of the Modify panel, choose any smoothing group number.

    This smoothes the edges between the helmet polygons. Note the distinctive hard edge between the helmet and its rim.

  7. Choose Visor from the list, then select a different smoothing group number than the one used for the helmet.

    The visor looks more believable with smoothing groups.

  8. Finally, choose Face_and_Neck from the list.
  9. Choose another smoothing group, or click Auto Smooth with different threshold values to get similar results.

Summary

This tutorial has introduced you to several of the tools you can use to make a low-polygon model with editable poly functionality. These tools can be adapted to the task of modeling any low-polygon character.

A finished version of the file, soldier_completed.max, is provided.