In this final lesson,
you will assign a material identification number to each polygon
in the model. You can then use these ID numbers to assign materials
to specific parts of the model.
Set up the lesson:
- Continue working from the previous lesson.
Check the default Material ID:
- Select the Tower object, maximize the Front viewport
and click (Zoom Extents Selected).
Make sure the view is in Wireframe mode.
- On the Modify panel Selection rollout, turn
on (Polygon), then press Ctrl+A to select all the polygons
in the Tower object.
- On the Modify panel, scroll down to the
Polygon: Material IDs rollout, and verify that Set ID has a value
of 1.
At this point, if you
were to assign a material to the Tower object,
all its polygons would receive the same material, because they all
have the same material ID number.
Assign a new Material ID to the glazing:
- Click anywhere outside the Tower object
to deselect the polygons.
- Zoom in to the upper section
of the tower and begin to Ctrl+click
the polygons that represent the glazing in the cylinder, as shown
in the next illustration.
Start your selection
by clicking outside the tower and dragging right, across all the
glazing polygons. Starting your selection outside the tower ensures
that all glazing polygons on the other side of the Tower object
are also selected.
- Zoom out and continue to Ctrl+click all the glazing in the
lower floors, using the same selection technique described in the
previous step. Be sure to include the glazing polygons in the bottom
cylinder. The result is shown in the next illustration.
- On the Polygon: Material IDs rollout,
click the Set ID spinner up-arrow once, to change the value to 2.
Now you can assign the Tower object two
different materials.
Apply materials to the tower:
- On the Polygon: Material IDs rollout Select ID spinner, type 1,
then click Select ID.
All the material 1 polygons
are now selected.
- On the main toolbar, choose the button
for the Compact Material Editor.
- In the sample slots, locate the Concrete material.
Click the slot to make the material active, and then click (Assign Material To Selection).
3ds Max Design applies the Concrete material
to all polygons that have ID 1 assigned to them.
- On the Polygons: Material IDs rollout,
change the Select ID value to 2, then click
Select ID.
- In the Material Editor sample slots,
locate the Glass material, and click the
slot to make the material active. Then click (Assign Material To Selection).
3ds Max Design applies the Glass material
to all polygons that have ID 2 assigned to them.
- Close the Compact Material
Editor.
- On the Selection rollout, click (Polygon) to exit the Polygon
sub-object level.
Render the scene:
- Adjust the Perspective viewport so that
the two tower models are clearly visible, then click (Render Production) to view
the result.
Your rendered image should
look something like this:
Save your work:
- Save the scene as my_building2_completed.max.
Summary
This tutorial introduced
you to the concept of Boolean operations and how they can be used
to produce complex shapes from simple geometry. You also learned
some polygon editing techniques, and how to apply materials to multiple
surfaces by assigning material ID numbers to different sets of polygons.