In this lesson, you will
use a variety of freeform tools to create a ridge of irregular spikes
for the Viking helmet.
Set up the lesson:
- Continue working from the previous lesson,
or open helmet_04.max.
- If you opened the new file, select the helmet, and make
sure the Modify panel is active.
Remove the middle seam from the helmet ridge:
- On the ribbon Polygon Modeling panel, activate (Edge).
- On the Modify Selection panel, click (Loop Mode) to turn it on.
You will use this tool
to remove the edge loop in the middle of the helmet ridge.
- Click a vertical edge along
the middle seam of the helmet ridge.
Loop mode selects the
entire edge loop that forms the middle seam.
- On the Edges panel, click (Remove).
- Activate the (Vertex) sub-object level.
Notice that while the
loop edges have been deleted, their vertices remain. You want to
remove the vertices as well.
- Undo the Remove operation
so that the loop redisplays.
- Activate (Edge) again, then on the
Edges panel, Ctrl+click (Remove).
Ctrl+Remove
removes the vertices as well as the edges.
Subdivide the ridge into rectangular faces:
- Click and Ctrl+click to select two of the
longer vertical edges on either side of the helmet ridge, as shown
in the next illustration.
- On the Loops panel, Shift+click (Connect).
- On the caddy controls for Connect, make
sure Segments is set to 1 and Pinch and Slide are set
to 0, then click (OK).
These values ensure you
are connecting the edges just once, with no offset.
- Select the next pair of
edges above the ones you just connected, and click (Connect) to add horizontal
edge to the ridge.
- Repeat the previous step for each pair
of edges along the ridge, except for the shorter edges just above
the rim of the helmet. Stop when you have connected edges on the
rear side of the helmet as well as along the front.
Create irregular spikes using the Freeform tools:
- On the ribbon Polygon Modeling panel, activate (Polygon).
- Select the polygon at the
base of the ridge.
- Adjust the Perspective view to make sure
you are looking at the helmet from an oblique angle.
NoteIf you start extruding
the polygon while looking at the model head on, the extrusion will
take on a 2D appearance.
- On the ribbon, click the Freeform tab,
and on the PolyDraw panel, click (Branches).
- Shift+drag
the selected polygon outward, away from the helmet, then release
the mouse.
- Ctrl+click
to select the polygon two above the one you just branched, then Shift+drag it to create another branch.
- Continue extruding every second polygon
until the entire ridge is complete.
As you progress along
the helmet, make sure you maintain an oblique view of the polygons.
If you don’t like the shape of an extrusion, or you extrude the
wrong polygon, press Ctrl+Z to
undo the operation.
- Click the ribbon Graphic Modeling Tools tab again.
- On the ribbon Polygon Modeling panel, click (Polygon) again to turn
it off, then press F4 to
turn off edged faces.
- On the Edit panel, click (Use NURMS) to turn it on.
The helmet geometry is
smoothed out and ready to accept materials.
Summary
Throughout this tutorial,
you used a number of modeling tools on the Graphite Modeling Tools
ribbon to create a Viking helmet. While these tools are also available
from the Command panel, the ribbon gives you faster access, in context,
as you need them.
This tutorial only scratched
the surface of the many ways in which you can use the ribbon for
editing mesh and polymesh objects. For a full description of the
ribbon tools, consult the 3ds Max help. For more extensive exercises
in polygon modeling, see
Using Photos to Model Façades and
Modeling an Airplane.