You will start by cloning the object you created in the previous lesson. You will then take the clone, which retains twist, taper, and FFD modifiers, and use polygon editing techniques to create the structure’s mullions.
Create the mullions for the building:
As a reference, the newly created mullions object behaves in a specific way. Any subsequent edits to the mullions object will not affect the glazing object. However, if you modify the glazing object, the mullions object will be affected. This way, any changes to the modifiers that affect the tower structure, which were created in the glazing object, can be carried forward to the mullions. But any polygon edits intended to affect the mullions only, will not affect geometry in the glazing object.
If the mullions object was cloned as a copy instead of a reference, it would be completely independent of the original.
If the mullions object was cloned as an instance, it would be completely dependent on the original, and vice versa: Any subsequent edits made to either object would affect the other.
Isolation mode ensures you are working on the correct object.
You now want to take the polygons that form the window grid and modify them to take on the characteristics of mullions. You will do so using the Edit Poly modifier.
Notice how a gray bar is inserted between the newly added Edit Poly modifier and all other modifiers. The bar indicates that all modifiers above the bar affect the reference object only and will not affect the original object. This way, you can keep on modifying the mullions object without affecting the glazing object.
Now you will create insets out of the remaining polygons, which you will use as the window mullions.
Turn the mullion object into a lattice:
3ds Max Design displays the caddy controls for the Inset tool.
The By Polygon option applies the inset poly edit to each polygon in the selection.
The mullions appear as thin, two-dimensional faces. You need to give them some thickness.
Now the mullions are thick enough to show up when you render the scene.