When you model rounded
objects, such as the helmet in this tutorial, we recommend that
you avoid using a sphere as a starting
point.
The next illustration
shows the polygons that make up a sphere. The top of the sphere
is composed of triangular polygons whose vertices tend to pinch
together at the pole. This can lead to problems later on.
It is therefore best
to model a rounded object, other than an actual sphere, using rectangular
polygons only. You will use this technique in this lesson.
Create the basic helmet shape:
- Start 3ds Max.
By default, a minimized
version of the Graphite Modeling Tools ribbon displays directly
below the main toolbar.
NoteThe ribbon on your
workstation might display differently if you customized the ribbon
in a previous 3ds Max work session. This tutorial assumes you
are using the default configuration.
- Click the expand/minimize icon a few
times until the full ribbon displays.
The tools in the Polygon
Modeling tab are inactive, since no polygon model exists in the
scene.
- From the Customize menu, choose Units
Setup, and in the Units Setup dialog Display Unit Scale group, make sure Generic
Units is chosen.
- Activate the Perspective viewport, and
press Alt+W to maximize
it.
- On the Create panel, activate (Geometry), then on the
Object Type rollout, click Box.
- Drag to create a box of any size.
- On the Modify panel Parameters rollout,
set Length, Width, and Height to 50.0.
Currently, the pivot
point is at the base of the object. You need to set this point to
the center of the box so you can manipulate the object more easily.
- In the Hierarchy panel Adjust Pivot rollout Move/Rotate/Scale group,
click Affect Pivot Only to turn it on.
- In the Alignment group, click Center
To Object, then click Affect Pivot Only again to turn it off.
- On the main toolbar, click (Select And Rotate) and rotate
the box.
The box now rotates around
the object’s center of mass.
- Undo the rotation.
- Right-click the box, and choose Transform Move.
- Right-click the X, Y, and Z transform
spinners to set each of them to 0.0.
The center of the box
is now at the center of the world coordinates.
- Click (Select Object) to turn
off the Move tool.
Turn the box into a sphere:
- On the Modify panel Parameters rollout,
set Length Segs, Width Segs, and Height Segs to 4.
- Press F4 to
turn on Edged Faces, so you can see the segment divisions in the
viewport.
After you press F4, the Shading viewport label should
show “Smooth+Highlights+Edged Faces.”
- From the Modifier list, choose Spherify.
The object is deformed
into a spherical shape, but retains its geometric composition of
easily editable quadrilateral polygons.
You only need a hemisphere
to create the helmet, so next you will delete the lower half of
the box and deform the remaining polygons into a conical shape.
Refine the shape:
- In the viewport, right-click the sphere
and from the Transform (lower-right) quadrant of the quad menu,
choose Convert To Convert
To Editable Poly.
The ribbon updates to
display a range of polygon-editing tools.
- Click the Point-Of-View (POV) viewport
menu (at present, it reads “[ Perspective ]” and choose Front as
the view to display.
- On the ribbon Polygon Modeling panel, click (Vertex) to go to the Vertex
sub-object level. Region-select all the vertices
in the lower half of the object (but not the equator), then press Delete.
You now have a hemispherical
dome for the helmet. Next, you will give the object a slightly conical
shape.
- Click the POV viewport label again, and
return to the Perspective view.
- Select the vertex at the
top of the helmet and move it upward along the Z axis.
Notice that only the
polygons that share the vertex are deformed. You need to use Soft
Selection to involve the adjacent vertices and polygons as well.
- Undo the vertex move.
Use Soft Selection to shape the helmet:
- On the ribbon Polygon Modeling panel, click (Soft Selection) to turn
it on.
At the end of the ribbon,
on the right, 3ds Max displays a Soft Selection panel, which
provides options that control how the soft selection is carried
out.
- On the Soft Selection panel, set Falloff
to 30.0.
- Move the top vertex of the
helmet upward along the Z axis again, until the object appears similar
to that in the next illustration.
- On the ribbon Polygon Modeling panel, click (Soft Selection) again to
turn it off.
Next, you will use the
MeshSmooth tools to smooth out the helmet surface.
- In the viewport, drag to select all the
object vertices (or press Ctrl+A),
and then on the ribbon Subdivision
panel, click MSmooth.
This option takes each
polygon and divides it into four, making a smoother, more detailed
geometry.
- On the ribbon Polygon Modeling panel, click (Vertex) to exit this sub-object
level.
Save your work:
- Save your scene as my_helmet_01.max.