In this lesson, you will
create another reference object and apply additional polygon editing
techniques that will cloak the building in a metallic shell.
Set up the lesson:
Create a metallic shell for the building:
- Press H and
use the Select From Scene dialog to select the Building 1 - Glazing object.
On the Modify Panel, in the modifier
stack, click the (light-bulb icon) to the
left of each modifier to turn off the effect of the modifier.
- From the menu bar, choose Edit Clone. In the Clone
Options dialog Object
group, choose Reference and change the name of the object to Building
1 - Metallic Shell.
- With the shell object selected, right-click
the active viewport and from the quad menu, choose Isolate Selection.
- From the Modifier List, choose Edit Poly.
- Right-click the Perspective viewport
if it is not already active. Zoom, orbit, and pan until the bottom of
the building is clearly visible.
- On the Selection rollout, click (Polygon) to turn it on.
- Select the middle polygon
on the bottom of the building. On the Selection rollout, click Grow
repeatedly until you have the entire bottom selected. Press Delete to remove the polygons.
You now need to remove
additional polygons to create the window pattern on the building
exterior.
Create openings for the front and back
of the building shell:
- Press Shift+Z repeatedly
to undo viewport changes until you can see the entire building again.
- In the Perspective view, click Front
on the ViewCube, then right-click the ViewCube and from the pop-up
menu, choose Orthographic.
TipIf the ViewCube is
not visible in your viewports, from the General viewport label menu
(“[+]”) choose ViewCube
Show
The ViewCube.
You will be selecting
faces on both the front and back of the building, and this is more
reliable in Orthographic views. (In a Perspective view, the Perspective
projection can cause selection to choose back faces that are out
of alignment with the front.)
- On the Selection rollout, make sure that
Ignore Backfacing is turned off (it is off by default).
While Ignore Backfacing
is off, selecting a face on the front of the building also selects
the corresponding face on the back.
- Press Alt+W to
maximize the viewport.
- Turn on (Select Object). Ctrl+click+drag to select a 5x15
grid of polygons in the upper portion of the model, leaving one
row of polygons unselected at each edge of the building.
This selects polygons
on both the front and back faces of the model.
- Alt+click
to remove each corner polygon from the selection, as shown in the
illustration. This removes the selected polygons on the front and
back faces of the model.
- Ctrl+click+drag
to select the remaining polygons, as shown in the next illustration.
Use the Alt+drag technique
to remove polygons from the corners of the window patterns, and
the archway of the entrance.
- Press Delete to
delete all of the selected polygons on the front and back of the
building.
Next, you will remove
polygons from the sides of the building, using a slightly different
pattern.
Create openings for the sides of the
building shell:
- Use the ViewCube to change to a Left
view of the building.
- Select polygons in a pattern of 5x7,
5x15, 5x15, and 5x8, with the corners removed, as shown in the illustration.
- Press Delete to
delete the polygons.
- Press Shift+Z until
the viewport shows a perspective view again.
Next, you will edit the
building edges to make them rounded.
Chamfer the corners of the shell:
- On the Selection rollout, click (Edge).
- In the Perspective view, zoom in to see
the shell more closely. Use the ViewCube to rotate the view so you
can see all four corners of the shell, whether inside or out.
- At one level of the shell, click and Ctrl+click to select the four vertical
edges at each corner of the building.
- On the Selection rollout, click the Loop
button. This selects all four edges of the building in their entirety.
- On the Edit Edges rollout, click the Settings button next to
the Chamfer button (just to the right of the main button).
3ds Max Design displays the
caddy controls for the Chamfer tool.
- On the Chamfer caddy, set the first control,
Amount, to 2.0m. This sets the width of the
bevel created by the chamfer operation. Set the second control,
Segments, to 4. This divides the chamfered
region into four segments. The more segments you set, the more rounded
the edge will be. Click (OK).
- Click (Edge) again to exit the
Edge sub-object level.
Give thickness to the shell, and inspect
the result:
- From the Modifier List, add a Shell modifier
and on the Parameters rollout, set the value of Outer Amount to 2.0m.
This gives the metallic
shell a thickness of two meters.
Now, let’s look at the
building with the modifiers applied.
- Exit Isolation Mode.
- Click Alt+W to
view all four viewports again.
- On the Modifier Stack, turn on the three
modifiers you turned off earlier: FFD, Twist, and Taper.
- In the Perspective view, click (Zoom Extents Selected).
- Click an empty area of the
viewport to deselect the building.
The modeling phase of
the building is now complete. Next, you will add materials to the
building exterior.
Apply materials to the building:
- Press H and
on the Select From Scene dialog, highlight the Building 1 - Glazing object,
and then click OK.
- On the main toolbar, click (Material Editor) to open the
Slate Material Editor.
- On the Material Editor menu bar, open
the Options menu and turn off Propagate Materials To Instances.
- In the Sample Slots section of the Material
Editor Browser (on the left), locate the Glass material,
then drag it to the View1 window (in the center).
3ds Max Design asks whether
to make this a copy or an instance. Choose Instance, then click
OK.
TipTo navigate conveniently
in the Slate Material Editor, enlarge the window from its default
size. It also helps to drag the width of the Browser panel to make
it wider.
- On the Material Editor toolbar, click (Assign Material To Selection)
to apply the Glass material to the glazing
object.
3ds Max Design applies the
glazing material to the glazing. In the Scene Materials section
of the Browser panel, now you can see a Glass entry,
and the object name.
NoteIf Propagate Materials
To Instances is on when you do this step, then all of the buildingl
is assigned the Glass material.
- Press H again,
and select the Building 1 - Metallic Shell object.
- In the View1 panel,
click the Glass material to highlight it,
then press Delete.
This removes the Glass material from
the active material view, but doesn’t remove it from the scene.
- In the Sample Slots section of the Browser
panel, locate the Metal material, and drag it to
the View1 panel.
- This time drag from the Metal material
node’s output socket, the round control at the right,
... and in the viewport,
drop the wire on the metal shell object.
Dragging and dropping
is another way to assign 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.
- Press H again,
and select the Building 1 - Mullions object.
- In the Sample Slots section on the Browser
panel, locate the Mullions material (you’ll have
to scroll down), then apply it to the mullions object using the
methods described in the previous steps.
The Mullions material
is a matte gray, not shiny like the metallic shell.
- Close the Slate Material
Editor.
Render the building:
Save your work:
Summary
This tutorial demonstrated
how easy it is to quickly visualize architectural concepts using 3ds Max Design.
You learned how to build an organically-themed architectural model
from simple geometric objects by adding Twist, Taper, and FFD modifiers.
You also saw how basic polygon editing techniques can be used to
create detailed elements such as mullions, and to round off building
corners.