The first house, which
we will call Facade1, is based on a single
photograph, adjusted in the way described in
Some Pointers: Preparing a Photo Before You Use It to Build a Model.
In this lesson, you take several steps to set up the scene and the
modifier stack, so that modeling will go more easily when you add
detail to the façade.
Begin Building the Model
The house begins as a
simple plane.
Set up the scene:
Optimize bitmap display in viewports:
- On the main toolbar, choose Customize Preferences.
- Go to the Viewports tab, then click Display
Drivers Configure
Driver.
3ds Max opens the
configuration dialog for the graphics driver you are using (Software,
OpenGL, or Direct3D).
- Depending on the driver, there are either
one or two check boxes labeled Match Bitmap Size As Closely As Possible.
If there is one, turn it on. If there are two, turn on both of them.
- Click OK to close the driver configuration
dialog, and OK again to close the Preferences dialog.
- If you had to turn on Match Bitmap Size
As Closely As Possible, then exit 3ds Max.
Restart 3ds Max before you continue with this tutorial.
Bitmap configuration
changes do not take effect immediately: You always have to restart 3ds Max.
If you did not have to
change the Match Bitmap Size setting, you can continue without restarting 3ds Max.
Make sure Use Real-World Texture Coordinates
is turned off:
- From the main toolbar, choose Customize Preferences.
- On the Preference Settings dialog, go
to the General tab.
- In the Texture Coordinates group, make
sure Use Real-World Texture Coordinates is off, then click OK.
The dimensions of the
scene will actually be close to the real-world dimensions, but 3ds Max doesn’t
need to enforce that: This option would just add complications to
your work.
View the reference/texture bitmap, and
note its dimensions:
- On the main menu, choose Rendering View Image File. In
the View File dialog, navigate to the \sceneassets\images folder,
and highlight fac1.jpg.
In the lower-left corner
of the View File dialog, a status line shows the dimensions of the
image, which are 1200 x 1533 pixels. This will become the aspect
ratio of the façade.
- Click Open to view the image at full
size.
- Close the image window after
you have looked at the photo.
Construct the plane that will become
the façade:
- On the Create panel, click (Geometry) active, then
on the Object Type rollout, click Plane.
- Near the center of the Front viewport,
drag to create a plane.
- On the Parameters rollout, enter 8.7m for
the Length (the height), and 6.8m for the
Width.
These dimensions roughly
correspond to the aspect ratio of the photo: 1533:1200 pixels, or
0.78.
- Also on the Parameters rollout, change
Length Segs and Width Segs to 1.
(After you convert the
plane to an Editable Poly surface, you will subdivide it by using
the polygon tools.)
- Change the name of the plane to Facade1.
- Go to the Hierarchy panel. On the
Adjust Pivot rollout, turn on Affect Pivot Only, then move the pivot vertically so
it is at the base of the Facade1 plane.
- Turn off Affect Pivot Only. With (Select And Move) still
active, on the status bar, right-click the X, Y, and Z spinner arrows
so the pivot of the plane is now located at the origin (0,0,0).
Setting the Z axis to
0.0 aligns the façade with the Ground object.
Setting X and Y to 0.0 simply makes navigation easier, while you
are editing the plane.
- Right-click the Facade1 plane,
and from the Transform (lower-right) quadrant of the quad menu,
choose Convert To Convert
To Editable Poly.
Texture the plane:
- Open the Slate Material
Editor.
- On the Material/Map Browser panel, locate
Materials mental
ray, then drag the Arch & Design entry to the active View (the
large panel labeled View1 in the center of the Editor).
3ds Max displays the
Arch & Design material node in the active View.
- Double-click the Arch & Design material
node to display the material parameters in the Parameter Editor
panel on the right.
- Name the material Facade 1.
- On the Templates rollout, choose Matte
Finish from the drop-down list of templates.
- On the Material/Map Browser panel, locate
Maps Standard, and drag the
Bitmap entry into the active View.
3ds Max opens a file
dialog.
- On the file dialog, choose fac1.jpg, turn off Sequence, and
then click Open.
ImportantIn the Select Bitmap
Image File dialog, be sure to turn off the Sequence toggle.
When Sequence is on, 3ds Max attempts
to create an IFL animation, and we want to open only the single
image.
3ds Max adds a Bitmap
node to the active View.
- Drag from the Bitmap node’s output socket
(the small circle at the right). A wire appears in the View. Drop
the end of the wire on the Arch & Design material’s Diffuse
Color Map input socket (the small circle at the left).
- Drag from the Bitmap node’s output socket
again, and this time connect the wire to the Arch & Design material’s
Bump Map component.
- Click the Facade 1 material
node again to make it active, then on the Slate Material Editor
toolbar, click (Assign Material To Selection),
and then turn on (Show Map In Viewport).
- Close the Slate Material
Editor.
- Activate the Front viewport, and press F3 to turn on shading.
Save your work:
- Save the scene as facade1_begin.max.
Set Up the Stack so 3ds Max Preserves
the Photo Projection
You are almost ready
to add detail to the façade. But first, you need to set up 3ds Max so
it displays the façade texture consistently, without distortion,
and so it clearly highlights selected polygons.
Set up the scene:
- Continue working on your scene from the
previous section, or open \modeling\facades\facade_modeling_01.max.
The goal of the steps
in this section is to be able to edit the Facade1 poly
surface without distorting the texture projected onto it. Editable
Poly objects have a toggle, Edit Geometry rollout Preserve UVs, that does a good job of preserving the
projection in most cases.
The stack setup used
in this section is an alternative method that works for surfaces
other than Editable Poly.
Add a UVW Map modifier:
- Select Facade1, then
go to the Modify panel.
- From the Modifier List, choose UVW Map.
The UVW Map modifier
has no visible effect: It merely provides more explicit mapping
control than the implicit mapping provided by the Facade1 object’s
texture coordinates.
- In the modifier stack controls, make
sure that (Show End Result On/Off
Toggle) is on.
Add a Poly Select modifier:
- In the modifier stack, go down one level
to the Editable Poly object (Facade1).
- From the Modifier List, choose Poly Select.
- In the modifier stack controls, make
sure that (Show End Result) is on
for Poly Select as well.
- In the modifier stack, go to the Editable
Poly level. Make sure that (Show End Result On/Off
Toggle) is on for the Editable Poly object (Facade1) as
well as for the modifiers.
Turning on Show End Result
for all three levels of the stack causes the viewports to always
display the full bitmap in its final placement, even while you edit
the underlying geometry.
NoteDepending on your 3ds Max configuration, when
you go to the Editable Poly level, you might see this warning:
For the edits you are
doing in this tutorial, it is safe to click Yes and proceed with
your work. You also have the choice of turning on Do Not Show This
Message Again before you click Yes: That disables display of this
warning, but it does so not only for this tutorial, but for all
future 3ds Max sessions. The choice is up to you, but for the
remainder of this tutorial, we won’t mention the warning dialog again.
Now you have set up the
stack so you can see the undistorted bitmap projection, even while
you edit the geometry of Facade1.
One further adjustment
corrects for the situation that highlighted polys are hard to see
with the default color scheme.
Change the color of selected faces:
- On the Modify panel, with the Editable
Poly level active in the stack, scroll down to the Subdivision Surface
rollout, and open it if it isn’t already open.
- On the Subdivision Surface rollout, make
sure Show Cage is on.
- Click the second of the color swatches
that follow Show Cage.
This color is the color
of highlighted polygons.
- On the Color Selector, choose a bright
red as the highlight color, and then click OK.
In the next lesson, you
will turn Facade1 into a three-dimensional façade.
Save your work:
- Save the scene as facade1_stack.max.