In this lesson, you will
create two cylindrical objects, shape them using polygon edits,
then use a union Boolean operation to add them to the Tower object.
Set up the lesson:
- Continue working on your scene from the
previous lesson, or open \modeling\highrise\building2_tower_contour.max.
Change the size of the upper gap in the
highrise:
- Maximize the Perspective
viewport and zoom in to the gap in the upper section of the tower,
as shown in the illustration.
You will bring the back
face of the Tower object forward to the midpoint
of the structure. To accomplish this, you need to edit the operand
that was used to expose the back face.
- Select the Tower object, and
in the Modify panel Parameters rollout Display group, choose
Operands.
This displays all the
box objects, or operands, that were used to modify the Tower object.
- In the list of operands on the Parameters
rollout, click to highlight the entry “1: Subtr - Box17”, then turn
on (Select And Move).
The box named Box17 (in building2_tower_contour.max) is
the box that was used to make the topmost gap in the tower.
Repositioning the box
to the midpoint of the tower involves a simple calculation: at a
depth of 30 meters, the tower’s midpoint is 15 meters. Earlier,
you offset the box from the back of the tower by six meters, so
it needs to be repositioned to the left a further nine meters.
- Make sure the coordinate display is set
to relative units (X, Y, and
Z spinners all display 0), then in the X field, type –9 ,
and press Enter.
3ds Max Design moves the
box to the left by nine meters.
- On the Parameters rollout Display group, turn
on Result. The back face is now where you want it to be, at the
midpoint of the tower.
The next step is to place
a cylinder object in the gap between the floors. But rather than
create this object at the ground plane as you did with all other
objects in this tutorial, you will create this object directly on the
upper platform.
Add the first cylinder to the building:
- On the Create panel, click (Geometry), then on the
Object Type rollout, click Cylinder. Also, turn on AutoGrid.
With AutoGrid on, you
can create the object on top of an object in the scene.
- Click on the center of the upper platform
and drag diagonally to set the cylinder radius. Release the mouse
button and drag upwards to set the height, as shown in the next
illustration. Click a final time to complete the object. For now,
the exact dimensions are not important.
- Turn off Autogrid.
- Click (Align), then click the Tower object
to display the Align Selection dialog.
- In the Align Position group, turn on
X Position and Y Position; make sure Z Position is off. Then choose
Center in both the Current Object and Target Object groups. Click
OK.
This aligns the cylinder
you just created to the center of the Tower object.
- On the Modify panel Parameters rollout,
set the parameters of the cylinder as follows:
- Radius = 13.0m
- Height = 30.0m
- Height Segments = 8
- Sides = 20
- Click (Select And Uniform Scale),
and drag the X axis of the gizmo to the right. As you drag the gizmo,
the X coordinate spinner updates dynamically. When the spinner displays
a value of 70, stop dragging.
The cylinder shape should
now resemble that shown in the next illustration.
Next, you will use some
polygon editing techniques to add architectural detail to the cylinder
object.
Detail the cylinder: Add windows:
- Click (Select Object).
- Right-click the cylinder object and choose
Isolate Selection from the quad menu.
- Right-click the cylinder object again,
and from the Transform (lower-right) quadrant of the quad menu choose
Convert To Convert
To Editable Poly.
- On the Selection rollout, click (Edge), select any horizontal edge
on the cylinder, then click the Ring button.
All horizontal edges
above and below the selected edge are also selected.
- Alt+click
the top- and bottom-most edges to deselect them.
- Click Loop to select all horizontal edges,
excluding the top and bottom rows.
- On the Edit Edges rollout, click the Settings button to the right
of the Chamfer button.
3ds Max Design displays the
caddy controls for the Chamfer tool.
- On the Chamfer caddy, change the first
control, Edge Chamfer Amount, to 0.6m, then click (OK).
3ds Max Design changes each
horizontal edge loop into a pair of loops 0.6 meters apart.
Detail the cylinder: Bevel the windows:
- On the Selection rollout, click (Polygon).
- Display the ViewCube if it is not already
visible, choose the Left face of the ViewCube, then right-click
and choose Orthographic.
NoteIf the ViewCube is
not visible in your viewports, from the General viewport label menu
(“[+]”) choose ViewCube
Show
The ViewCube.
- If the orthographic view zooms in too
closely, click (Zoom Extents).
- Hold down the Ctrl key, click just outside the
cylinder object, and drag across each band created by the chamfer
operation, as shown in the next illustration.
- On the ViewCube, click Home to exit Orthographic view.
- Click (Zoom Extents) again.
- On the Edit Polygons rollout, click the Settings button to the right
of the Bevel button.
3ds Max Design displays the
caddy controls for the Bevel tool.
- On the Bevel caddy, in the first control,
choose Local Normal from the drop-down list. In the second control,
Height, enter –1.0, and in the third control,
Outline, enter –0.1 to give the edges of the
bevel a very slight slope. Click (OK).
- Click Exit Isolation Mode to redisplay
all the scene elements, and on the Selection rollout, click (Polygon) to exit the Polygon
sub-object level.
Place a copy of the cylinder at ground
level, and position it:
- Minimize the Perspective viewport to
see all four views.
- Zoom so you can see all of the tower.
- Turn on (Select And Move).
- In the Front viewport, hold down Shift and drag the cylinder on its
Y axis to the bottom of the tower.
- In the Clone Options dialog Object group, turn on
Copy, then click OK.
This way, any changes
you make to the newly copied object will not affect the upper cylinder.
- Switch the coordinates display to Absolute Mode and right-click
the Z coordinates spinner arrows to position the object at ground
level (0.0m).
- Move the cylinder to the
right on its X axis, until it straddles the back portion of the Tower object,
as shown in the next illustration.
TipIf you press F3 to turn on shading and F4 to turn on edged faces, it’s
easier to see this.
Scale the new cylinder, and merge the
cylinders with the tower:
- Press F3 again
to turn off shading.
- Click (Select And Uniform Scale)
and drag the Y axis gizmo upward until the cylinder slightly penetrates
the ceiling of the atrium of the Tower object.
- Select the Tower object. On
the Modify panel Parameters rollout Operation group, choose
Union.
- From the Pick Boolean rollout, click
the Start Picking button and select the two cylinder objects to
join them to the tower.
- Click the Start Picking button again
to turn it off.
Save your work:
- Save the scene as my_building2_cylinders.max.