This lesson shows you
how to create a pair of twisting horns. It uses extrusions and transforms;
it also demonstrates spline extrusion as a simple alternative to
multiple extrusions.
Once again, apply a Symmetry
modifier to mirror the edits you make to one half of the helmet.
Set up the lesson:
- Continue working from the previous lesson,
or open helmet_03.max.
- If you opened the new file, select the helmet, and make
sure the Modify panel is active.
Click (Use NURMS) to turn it off.
Split the model in half and apply a Symmetry
modifier:
- On the ribbon Polygon Modeling panel, activate (Polygon). Select the polygons on the
left half of the helmet (from your point of view), and then press Delete.
- Apply a Symmetry Modifier, and adjust
its settings as described in the previous lesson:
On the Modify panel,
you can toggle (Show End Result) to make
sure the helmet is mirrored correctly.
- On the ribbon Polygon Modeling panel, click (Previous Modifier) to go
to the Editable Poly level.
Adjust vertices at the base of the horn:
- On the ribbon Polygon Modeling panel, activate (Vertex).
- On the ribbon Edit panel Constraints group, activate (Constrain To Edge).
This ensures that the
transform of any vertex will slide along the edges of the polygon
to which it belongs.
- Change the viewport to a Left view. If
you need to, click (Zoom Extents) to get a
good view of the helmet.
- On the main toolbar, activate (Select And Move), then
select a vertex in the upper region of the helmet and move it as shown
in the next illustration.
- Select the vertex that is opposite the
central vertex, and move it as well. Also move
the vertices above and below the central vertex. The goal is to
create a symmetrical shape that is roughly circular.
- On the ribbon Edit panel, activate (Constrain To None).
ImportantWhen you forget that
a constraint is on, surprising things can happen when you transform
sub-objects. Because of this, it is a good idea to deactivate a
constraint as soon as you have finished using it. Also, the buttons
in this set behave like radio buttons. You can’t turn a constraint
off by clicking its button a second time: You must activate Constrain
To None to deactivate the currently active constraint.
Create the base of the horn:
- Select the vertex at the
center of the circular group of polygons.
- On the ribbon Polygon Modeling panel, Ctrl+click (Polygon).
This automatically selects
all the polygons that share the vertex.
- Switch the viewport back to a Perspective
view, and Orbit so you can see all
of the base of the horn.
- On the Polygons panel, Shift+click (Inset).
- On the Inset caddy, drag the Amount spinner
(the second control) to a value of approximately 0.25,
and then click (OK).
This creates an inset
edge for the selected polygons.
Use extrusion and bevel to create the
socket for the horn:
- On the Polygons panel, Shift+click (Extrude).
- On the first control of the caddy (extrusion
type), choose Group from the drop-down menu.
- Set Extrusion Height to approximately 3.0,
and then click (OK).
- On the Polygons panel, Shift+click (Bevel).
- On the Bevel tool caddy, set the Height
value (second control) to 0.25 and the
Outline value (third control) to –0.5. Click (OK).
- On the Polygons panel, Shift+click (Inset).
- On the Inset tool caddy, set Amount (the
second control) to 0.35, then click (OK).
- On the Polygons panel, click (Bevel).
- Drag the selected polygons slightly toward
the inside of the helmet, then release the mouse and drag slightly
down to bevel the extrusion slightly in toward its center. Click
once to end the operation.
- Click (Extrude) again, and drag
away from the helmet until the polygons extend slightly beyond the
socket. Click to end the extrude operation.
At this point, you could
continue to create the horn by using the Move, Rotate, and Scale
tools, coupled with the Extrude, Bevel, and Inset polygon tools.
Instead, you will guide the extrusion by means of a path.
Draw a spline for extruding the horn:
- On the Create panel, click (Shapes), then on the Object
Type rollout, click Line.
- On the Creation Method rollout, choose
Smooth for both Initial Type and Drag Type.
- Press Alt+W to
view all four viewports, and in the Top view draw a line extending
from the horn socket. Click, drag, and click again, until you have
created a line of four or five vertices. Right-click to end Line
creation.
- In the Front view, move the line along its
Y axis until it is centered on the horn socket. Move it along the
X axis too, if you need to.
- Go to the Modify panel Selection rollout, and
activate (Vertex).
- Maximize the Perspective
view and move the line’s vertices
until they form the shape of the horn you want to create.
- Double-check and refine
your Line edits in the other viewports.
- Click (Vertex) once more to turn
it off.
Extrude the horn:
- Select the helmet, then
on the ribbon Polygon
Modeling panel, click (Previous Modifier) to go
to the Editable Poly level.
- Activate (Polygon), then click (Show End Result) to turn
it on.
- On the Polygons panel drop-down panel, Shift+click
Extrude On Spline.
The caddy controls for
spline extrusion are more numerous than for most caddies.
- Click the last of the controls, Pick
Spline, and then click the spline you drew earlier.
After you click the spline, 3ds Max grows
horns, but these have no taper, yet.
- (Optional.) On the caddy, click Extrude
Along Spline Align to turn it on.
3ds Max aligns the
spline to the normals of the original faces, making the horns more
perpendicular to the rest of the helmet. This might or might not
be a good effect, depending on the spline you drew.
NoteYou can also try
adjusting the values of Twist and Rotation (available only when
Align is turned on).
- Change the value of Taper Amount to about –0.5,
then click (Apply And Continue).
3ds Max extrudes the
horns still further. This is easier to see in other viewports, but
you can also navigate the Perspective view, as shown in this illustration.
- Change the Taper Amount so the horns
come to a point (for the illustrated helmet, the value was –0.955). Click (OK) to finalize these changes
and finish creating the horns.
By extruding the horns
along a path, you saved yourself a great deal of back-and-forth
between the transform and polygon modeling tools.
- On the ribbon Polygon Modeling panel, click (Polygon) again to turn
it off.
Make the helmet a single object once again:
- On the Edit panel, make sure (Use NURMS) is off. NURMS
smoothing needs to be off before you transform the helmet into an
Editable Poly: Otherwise, you wind up with a model that has far
too many faces.
- In a viewport, right-click the helmet,
and from the Transform (lower-right) quadrant, choose Convert To Convert To Editable
Poly, then press F4 to turn off edged
faces.
The Symmetry modifier
is removed and all the mirrored polygons are integrated into the
model.
- Press F4 again
to turn edged faces back on.
Save your work:
- Save your scene as my_helmet_04.