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.

NoteIn order to see the results of using the Edit Normal modifier, 3ds Max should be configured for DirectX.

Set up the lesson:

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:

  1. Select the Lightning.
  2. Open the Modify panel and unroll the Modifier List.
  3. Click Edit Normals.

    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.

  4. Select Normal 194.

    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.

  5. 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.

    NoteOnce 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.
  6. Experiment by selecting some of the other normals, or try working with groups of normals to see how they respond.

Summary

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.