Friday, December 27, 2019

3ds max Polygon Modeling Cloning sub-objects with Detach

3ds max Polygon Modeling Cloning sub-objects with Detach


3ds max Polygon Modeling Cloning sub-objects with Detach And that will be the sheet of glass that is perfectly flush with the frame of the monitor. With that inset polygon selected, I'm going to detach it to a separate object. Click on the Detach button, either on the modeling ribbon or in the Modify panel, and you'll get the Detach dialog box, and we can detach this to a separate object or to an element within the current object. And an element is just a series of connected polygons. If we turn on Detach To Element, then we're not able to give it a name because we're not creating a new object. But in this case, we do want to create a new object, and we also don't want to remove the polygon that is currently selected from the current object.

Using Paint Deform Brushes - 3ds max Freeform Modeling

Using Paint Deform Brushes - 3ds max Freeform Modeling


Using Paint Deform Brushes - 3ds max Freeform Modeling A larger scale will give us a softer noise effect. We'll set this to a value of 12 and press Enter. And now that's a scale of 12. Very nice, and we can change our brush size as well. Control + Shift and drag to give it a larger brush. Okay, that's obviously a bit extreme so we can undo that one, Control + Z, and reduce the offset amount. Let's bring that down to, let's say, four. There we go, that's much nicer. And Shift and Control to change the size of the brush radius. And notice that we're getting a certain particular pattern. It's a unique pattern. No matter how many times I click and drag in that area, all I'm doing is making that pattern more extreme, and that's because we haven't changed the seed, and that's the randomness factor. Go back into Paint options, and choose a different seed, and now you'll get a different result when you drag in that location. And it's hard to tell the effect when it's cumulative like this, but if you're not happy with the pattern that you've got, then you can change that seed and you'll get a different pattern. Alright, so those are the Noise options and that concludes our little look at the Paint Deform brushes.

Sculpting with Paint Deform Push - Pull - 3ds max Freeform Modeling

Sculpting with Paint Deform Push - Pull - 3ds max Freeform Modeling



Sculpting with Paint Deform Push - Pull - 3ds max Freeform Modeling That's the Flatten tool. Then we have Smudge and that allows us to move the topology around, and we'll see that most easily if we have edged faces turned on, so I'll activate that with F4, and click and drag to shift the polygons around. And that is view-dependent, so if we go from another direction, we will get a different result. Alright, that's the Smudge tool, also very useful. Then we come to Pinch and Spread, and as the name implies, this will push polygons towards one another or spread them apart. And the default is Pinch so if I click here and drag, then all of those a verticies will move closer to one another. And if I want to soften that, I can use the Shift key and go back to the Relax tool temporarily. Let's also look at the opposite of Pinch and Spread which is Spread, and to activate Spread, hold down the Alt key on the keyboard, and now those polygons are moving away from the cursor. 

We'll undo that with Control + Z. We now have Exaggerate, and that will amplify the curvature under the cursor. So I can really do some interesting shape landscapes here with that Exaggerate tool, but I can always go back to the Relax tool. Just hold down the Shift key and click and drag. And if the Relax tool is a little overactive, you can reduce the strength up here, but just be aware that you're setting the strength for all of the brushes, not just Relax or the currently active brush. The brushes all share the same strength and size. And finally, we come to my favorite brush, which is Noise, and it'll be easiest to see that if we just wipe out all of these edits, so I'll click Cancel to erase all of those changes.

Freeform tools on the ribbon - 3ds max Freeform Modeling

Freeform tools on the ribbon - 3ds max Freeform Modeling


Freeform tools on the ribbon - 3ds max Freeform Modeling I can toggle the ribbon from the main tool bar and if the ribbon is minimized, I can click this button to show the full ribbon. As I mentioned in a previous movie, in order to access all of the tools on the ribbon, the modify panel should be displayed. If I go over here and select the create panel or any other panel, then a lot of the tools on the ribbon are grayed out and inaccessible. Well we can make the modify panel active even if it's invisible or hidden, so let's do that in fact because we're not going to use the command panel so we can actually just hide it. Right click on the textured bar at the top of the command panel and disable it. If you need to get that back later, you can do that from the customize menu Show UI, Show Command Panel or by right clicking on any one of the other textured bars. So right now the command panel is hidden and the modify panel is not active, but I can activate that hidden modify panel by clicking on this modify mode button on the modeling tab of the ribbon.

3ds max Modeling Baking subdivisions

3ds max Modeling Baking subdivisions



3ds max Modeling Baking subdivisions   Alright, there are other ways to make that selection, but that's just the easiest way in this case. And I want to detach the other polygons, so I'll invert the current selection. Go to the Edit menu. And we've got Select Invert, or Control + I. Now the other polygons are all selected, and I can detach them. Click detach. And I want it to be a separate object. So we don't want Detach to Element enabled. And we don't want Detach as Clone enabled either. So we're going to call this one Chair Task Seat Base. And click OK. Now that's a separate object. I'll exit out of Sub-Object Mode for the seat cushion. Select the base and just change its color, so we can be clear that in fact, it is a completely separate object. And I have not altered that seam, so there won't be any gaps there. And now I've completed my subdivision surface workflow by baking and making those subdivisions permanent. And that concludes our chapter on the basics of subd's, or subdivision surface modeling.

3ds max Modeling Sharpening corners with Crease

3ds max Modeling Sharpening corners with Crease



3ds max Modeling Sharpening corners with Crease so I'll double-click this other edge loop and scale that and that's actually a little bit more like what I was trying to achieve. Now if I wanted a really sharp corner there then I could add another edge loop but that would increase my polygon count and if we turn off iso-line display we can sort of see the polygon count I'll exit out of sub-object mode, go up to the open sub-div and turn off iso-line and then turn on edged faces in the viewport with F4 so we've already got a pretty high level of detail down here and if I add another edge loop this is going to get excessive so I can use the edge crease tool instead. Alright we'll go back to the editable poly, back to edge selection mode and turn off edged faces with F4 and we have a sort of heat map display of the surrounding geometry so we make adjustments to that edge loop we will see that it's going to change the geometry nearby just to make absolutely sure that that edge loop is selected I can temporarily disable show end result and there's the edge loop that I want to work with, turn show end result back on again and on the ribbon we can go to the Edges panel and each one of these panels potentially has a fly-out of its own, there's a little arrow pointing down that triangle indicates that when you click on that label, more tools will appear and if we want we can pin that so it will stay on the screen, and here we have creasing and I'll just click and drag on that spinner to set the crease amount to one and now I've got a much harder edge there so we can see what that looks like let's go back to the top level I'll exit out of edge component or sub-object mode, go back to the top level and re-enable edged faces with F4 and I've created a nice crease there but I have not increased the level of detail I haven't added any polygons, I've preserved the existing topology I've just created a little bit of a depression there by creasing those edges. Alright, that's how to use edge creasing.

Thursday, December 26, 2019

3ds max Modeling Using Soft Selection

3ds max Modeling Using Soft Selection



3ds max Modeling Using Soft Selection For example, I can go down here and drag the fall-off value. There's also an interactive method for that, and that's this little edit button here, which looks like a pencil. So I can click on that. And then click and drag in the view to set the fall-off amount. And you can see I've got a different cursor. It looks like a series of concentric circles. If I click then my cursor changes to something else, and now when I click and drag I'll be adjusting a different parameter, which is the pinch parameter here and that's controlling how much the selected region is affected. I can reset the pinch back to zero. If I click again in the view with the edit tool, and I'll move to the third of those three adjustment manipulators, and this is the bubble. I can click and drag and you can see that we're affecting the selection bubble. Alright, I'll set that back to zero also. So that when you're setting the fall-off, you want to make sure that you have the cursor with the concentric circles. So I'll click again, and now I'm setting the fall-off when I click and drag. Okay I'll exit out of edit mode, and I've got the move tool active, and I can just click and drag, and you can see that I'm able to affect just the selected vertices, and then the nearby vertices are going to move as well. I'll undo that with Control-Z. Now one thing that does bear mentioning is that if you don't lock the soft selection, then your transforms will be destructive and non-reversible. So let me demonstrate. Right now my selection is not locked. There's a little padlock over here, and it's not enabled.