In this lesson, you will
work in symmetry mode on half the helmet. This way, any changes
you make will be perfectly mirrored for the other half.
Set up the lesson:
- Continue from the previous lesson, or open helmet_01.max. This scene is in
the folder \scenes\modeling\helmet\.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
- If you open the new file, then select the helmet object,
and on the ribbon Polygon
Modeling panel, click Modify Mode.
When active, Modify Mode
makes the entire array of Graphite Modeling Tools available.
Add the Symmetry modifier:
- On the Polygon Modeling panel, activate (Polygon) to go to the Polygon
sub-object level.
- Click the ribbon’s Selection tab.
- On the By Half panel, click (Y), then click (Select).
This selects half the
object based on its Y axis orientation.
- On the By Half panel, click Invert Axis.
The polygon selection
is inverted. The new selection contains the polygons we want to
remove.
- Press Delete.
You will now add a Symmetry
modifier to these polygons so that their geometry can be mirrored.
- On the ribbon, click the Graphite Modeling
Tools tab. With the helmet object still selected, go to the Modify panel and from the
Modifier List choose Symmetry.
- On the Parameters rollout Mirror Axis group, choose
the Y option and turn on Flip.
This properly orients
the mirrored half of the helmet.
Notice how the ribbon
displays a limited set of modeling tools. This is because the Symmetry
modifier is active.
- On the ribbon Polygon Modeling panel, click (Previous Modifier).
Now the Editable Poly
object is active again, and the ribbon displays an expanded set
of tools for polygon editing.
The mirrored half of
the helmet is hidden in the viewport because with the polygon editing
controls displayed, you are editing the source polygons only.
- On the Polygon Modeling panel, click (Show End Result) to see
the mirrored side of the helmet controlled by the Symmetry modifier.
- Click (Show End Result) again
to turn it off.
Preview mesh smoothing:
- On the Edit panel, click (Use NURMS).
The Use NURMS panel displays
at the right of the ribbon. (NURMS is short for Non-Uniform Rational MeshSmooth.)
- On the Use NURMS panel, set Iterations
to 2.
This smooths out the
object by adding more polygons to the geometry. It is best to specify
an Iterations value of no more than 3, because each time you increase
iterations by one, the number of vertices and polygon faces can
increase by a factor of four. This can result in a lengthy calculation
time.
- If the Show Cage button is already on,
turn it off to better see the geometry added by the NURMS iterations.
- On the ribbon Edit panel click (Use NURMS) to turn it off.
Next, you will add two
extrusions that will form the rim of the helmet and its vertical
ridge.
Select the seam and rim faces to extrude:
- On the Polygon Modeling panel, activate (Edge) to go to the Edge
sub-object level.
- In the viewport, select a polygon edge as
shown in the next illustration, then on the Modify Selection panel,
click (Ring).
3ds Max selects all
edges parallel to the first one, in a ring around the object.
- On the Loops panel, Shift+click (Connect).
3ds Max draws a single
loop of edges around the selected edges. It also displays the “caddy”
controls for the Connect tool.
(When you Shift+click a tool on the ribbon, 3ds Max displays
the caddy controls for that tool.)
By default, the loop
is placed in the center of the selected edges, but the negative
Slide value you will specify in the next step will position it to
the left of center.
- On the third control of the caddy, Slide,
drag to the left until the value equals –50, and then
click (OK).
- In the viewport, click to select a vertical
edge on any polygon at the bottom row of the helmet, then on the
ribbon Modify
Selection panel, click (Ring).
The Ring tool automatically
selects all the vertical edges.
- On the Loops panel, Shift+click (Connect).
Once again, 3ds Max displays
the caddy controls for the Connect tool.
- Change the value of the Slide control
to –25, then click (OK).
- On the Polygon Modeling panel, turn on (Show End Result) to see
how the Symmetry modifier has added a mirrored portion to the helmet.
- Right-click the helmet and from the Transform
(lower-right) quadrant choose Convert To Convert To Editable Poly.
The Symmetry modifier
is removed and all the mirrored polygons are integrated into the
model.
Select the helmet seam and rim:
- On the ribbon Polygon Modeling panel, activate (Edge).
- On the Modify Selection panel, click
Loop Mode to turn it on.
- Click to select one of the
edges along the center edge of the helmet.
Because Loop Mode is
on, 3ds Max selects the entire loop of edges along the helmet
ridge.
- With Loop Mode still active, hold down
the Ctrl key, then
click an edge along the rim of the helmet.
3ds Max selects the
rim edges as well as the ridgeline.
- Hold down the Ctrl key
again, and on the ribbon Polygon
Modeling panel, activate Polygon.
3ds Max selects all
the polygons adjacent to the edge selection.
Extrude the helmet seam and rim:
- On the Polygons panel, Shift+click (Extrude).
3ds Max displays the
caddy controls for the Extrude tool.
- On the first control, Group, choose Local
Normal from the drop-down list.
- On the third control, Height, change
the value to 1.0 , then click (OK).
- On the ribbon Polygon Modeling panel, click (Polygon) selection to exit
the sub-object level.
- On the Edit panel, click (Use NURMS) and on the Use
NURMS panel, click (Show Cage) to hide the
cage, then press F4 so you can
see the end result without edged faces.
- On the Use NURMS panel, set iterations
to 2 to further smooth out the helmet.
In the next procedure,
you will add more edges to create a less rounded extrusion to the
rim and ridge.
- On the ribbon Edit panel, click (Use NURMS) to turn off
NURMS mode.
- Save your scene as my_helmet_02.max.
Set up the scene:
- Continue working on your scene, or open the scene helmet_02.max
- If you opened the new file, select the helmet, and make
sure the Modify panel is active.
Refine the extrusions:
- In the viewport, switch to a Left view.
If the viewport is shaded, press F3 to
turn off shading and see the helmet in Wireframe view.
Notice the slight wave
to the extruded rim of the helmet.
- On the ribbon Polygon Modeling panel, activate (Vertex), then region-select the row of
vertices that is second from the bottom.
- On the ribbon Align panel, click (Align Z) to align all the
vertices along their average orientation on the Z axis.
- Switch to a Top view and region-select the vertices on
one side of the ridge extrusion.
- On the ribbon Align panel, click (Align Y) to align all the
vertices along their average orientation on the Y axis.
- Region-select the vertices on the opposite
side of the ridge extrusion, and click (Align Y) again.
Now the edges of the
extruded ridge are also straight.
- Change the viewport to a Perspective
view once again.
- On the ribbon Polygon Modeling panel, activate (Edge).
- On the Modify Selection panel, click
to turn on (Ring Mode).
- Click to select one of the
horizontal edges just on the near side of the ridge of the helmet.
Ring Mode selects all
edges parallel to the one you clicked.
- On the Loops panel, Shift+click (Connect).
3ds Max displays the
caddy controls for the Connect tool.
- Set the value of the third control, Slide,
to 83, so the new edge loop is very
close to the base of the ridge, and then click (OK).
- Orbit the viewport so you
can see the other side of the ridge of the helmet.
- On the Edit panel, turn on (Swift Loop).
- Drag the mouse over the surface of the
helmet. A green virtual loop appears as you drag the mouse. It lets
you visualize where to place the loop.
Click to place a new,
vertical edge loop on the near side of the helmet. Like the loop
you placed on the opposite side, it should be close to the base
of the extruded ridge.
SwiftLoop provides a
fast way to create and position a loop on a model.
- Use Swiftloop again to place a horizontal
edge loop, this one just above the helmet’s extruded rim.
Click to create the loop.
Adding these parallel
edge loops reinforces the existing edges, so they won’t be smoothed
as much as you saw in the previous lesson.
- Click (Swift Loop) to turn it
off.
- Click (Edge) to exit the Edge
sub-object level.
View the helmet with smoothing:
- On the ribbon Edit panel, click (Use NURMS) to turn it on,
then press F4 to turn off
edged faces and see how the added edge loops give the base of the
extrusions a sharper angle.
- Press F4 to
display Edged Faces again, and click (Use NURMS) to turn it off
and redisplay the underlying model.
Save your work:
- Save your scene file as my_helmet_03.