Using the Editable Poly Tools
Refining the Airplane
Using the HSDS Modifier
Using Soft Selection
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.
- Select
the Lightning.
-
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.
NoteWhen
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.
NoteTurning
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.