Using the Vertex Weld Modifier
Refining the Airplane
Using Soft Selection
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.
NoteHalf of the airplane disappears because
you're working 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.
-
On the
Selection rollout, click the Polygon button and make sure Ignore
Backfacing is off.
-
Activate
the Select Object tool 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.
Because Ignore Backfacing is off, you've also
selected the same three polygons on the other side of the sponson,
for a total of six.
TipTo
see the selected polygons displayed in red, press F2.
-
On 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.
Using the Symmetry modifier ensures that changes
you make to the original half of the airplane are automatically
reflected in the mirrored half.
-
Make
sure Select Object is still active, and then click the Grow button
on 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 Right 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 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, as shown in the
following illustration.
-
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, as viewed from the top. From a “normal”
orientation, this is the bottom edge.
The button text changes 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.