The second house front
has a peaked roofline and an arched entry. We will concentrate on
modeling these, as you already know how to model windows.
Set up the lesson:
- Continue working on your scene from the
previous lesson, or open \modeling\facades\facade_modeling_04.max.
View the bitmap for the second house,
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 fac4.jpg.
In the lower-left corner
of the View File dialog, a status line shows the dimensions of the
image, which are 1200 x 1740 pixels.
- Click Open to view the image at full
size.
- Close the image window after
you have looked at the photo.
Create the plane for the house:
- Click (Maximize Viewport Toggle)
to display a four-viewport layout.
- Change the upper-right viewport to a
Front viewport, and activate it.
- Select Facade1, and then
click (Zoom Extents Selected).
- Pan the viewport so Facade1
is at the left.
- On the Create panel, click (Geometry), then on the
Object Type rollout, click Plane.
- In the Front viewport, drag to create
a plane. Change the Length (height) value to 10.0m and the
Width value to 6.8m. Change Length Segs = Width
Segs = 1.
NoteThe aspect ratio
of the new house is 1200:1740, which equals 0.69, so the dimensions
of 10m x 6.8m are close to the real-world dimensions. (Most of the
houses in Monpazier are 6.8m wide.)
- Move the new plane so it
is level with Facade1, then move it to the right
so it is to the right of the previous house, with bit of distance
between them.
- Name the new plane Facade4.
- 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 Facade4 plane.
- Right-click the Facade4 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.
- In the Material/Map Browser panel, locate
Materials mental
ray, and drag the Arch & Design entry to the active View.
- Double-click the Arch & Design material
node to display its parameters.
- Name the material Facade 4.
- 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 to the active View.
- In the file dialog that opens, choose fac4.jpg as
the bitmap, 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.
- Wire the Bitmap to the Arch & Design
material’s Diffuse Color Map and Bump Map components.
- Click the Facade 4 material
node to make it active, then turn on (Show Map In Viewport).
- Drag from the Arch & Design material
node’s output socket (the small circle on the right), and drop the
material on the Facade 4 plane in a viewport.
Dragging and dropping
is another way to apply a material.
NoteYou won’t see the
wire as it crosses the panel at the right of the Slate Material
Editor, or in the viewport.
- Close the Slate Material
Editor.
Set up the stack and face-selection color:
- Go to the Modify panel.
- From the Modifier List, add a UVW Map
modifier. Click the Editable Poly entry again, then add a Poly Select
modifier.
- Make sure that (Show End Result) is on
for all three levels of the stack (the two modifiers and the Editable
Poly object itself).
- Click the Editable Poly level again to
make it active. 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.
Adjust the roofline:
- On the ribbon, click (Edge) to go to the Edge
sub-object level. On the Edit panel, click (SwiftLoop) to turn it on.
- Make sure the viewport displays Edged
Faces (F4).
- Create a vertical edge that is centered
on the peak of the roof.
- On the ribbon, click (Vertex) to go to the Vertex
sub-object level. Move the upper-left and
upper-right vertices down to match the roofline.
- On the ribbon, click (Edge) to go to the Edge
sub-object level. Click and Ctrl+click to select the two roof
edges, then move them down vertically
a bit to hide the cornice.
As you did for Facade1, you
will add detail for the roof later in this tutorial.
Add edges for the windows:
Although we won’t go
into detail about creating the windows, you will add their construction
edges, as these can help you construct the arch.
- On the ribbon Edit panel, click (SwiftLoop) to turn it on
again.
- Add vertical edges for the two windows.
- Also add vertical cuts for the center
dividers of the two windows.
As you work with SwiftLoop,
you will notice that the “horizontal” loops are now chevron-shaped,
because of the peaked roof. To get true horizontal edges, you need
to use a different tool at first.
- On the ribbon Edit panel, turn on (QuickSlice).
- Position the cursor at the horizontal
top of the upper window, then click the mouse once.
3ds Max creates a
single horizontal slice.
- Click the mouse a second time to “set”
the quick slice. (If you drag the mouse, 3ds Max rotates the
slice, which we don’t need here.)
- Use (QuickSlice) again to create
the lower edge of the upper window.
- Once you’ve used QuickSlice to finish
creating horizontal edges for the upper window, you can use (SwiftLoop) again to create the
horizontal edges for the lower window.
NoteAlthough we don’t
go through the steps in this tutorial, we use three horizontal loops
for the lower windowsill, because in the final model it has two
levels of extrusion. You can see this in facade_modeling_completed.max.
Now you have some of
the grid on which you will base the actual arch contour.