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Mastering 3D Studio MAX R3

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Table 4.2 is a catalog of common modeling modifiers and their uses. See Chapters 5, 6, and 7 for more information on many of these.

Table 4.2: COMMON MODELING MODIFIERS AND THEIR USES.

Modifier Use

Affect Region Gives you the ability to “pull” a selected region of geometry. Handy for making bulbous areas like cockpit canopies, bulging muscles, etc.

Cap Holes Creates faces over openings in your geometry

DeleteMesh Deletes faces as a modification so the deletion can be undone or adjusted later

Edit Mesh Provides editing access to all vertices, faces, edges, polygons, and elements

Face Extrude Provides Parametric extrusions. Used in conjunction with the Mesh Select modifier, this modifier is the cousin to the Face Extrude feature found in an editable mesh or the face or polygon level of edit mesh.

FFD (all) Free-form deformation; surrounds your mesh with a lattice (a 3D grid). You then pull on the points of the lattice and your object deforms to the pulling and pushing of these points.

MeshSmooth Takes the mesh data and adds polygons to sharp-cornered areas to round them off. It is a “smart” tessellate. The nice thing about MeshSmooth is its many options for various face characteristics and the ability to “dial in” as much or as little complexity as you want.

Normal Controls the direction of a face’s normal (used with Mesh Select)

Optimize Optimizes the geometry by reducing the number of faces, based on an arbitrary angle between adjacent faces
Relax Rounds off the hard edges of objects (also located in the MeshSmooth modifier as one of its settings, and serves the same function there as it does here)

Slice Gives you the ability to cut your model along any plane

Smooth Enables you to assign different smoothing groups, or “smoothing assignments,” to different faces of the geometry; technically not a modeling modifier.

CrossSection Creates spline cages from splines

Surface Creates a patch surface from a spline cage

XForm Provides the ability to transform parts of your model in object space, not world space—a very functional and versatile modifier

Why and When to Use Modifiers

Table 4.2 breaks down the essence of what the modifiers provide. Here is additional information about why and when to use them.

DeleteMesh Including a DeleteMesh modifier in the stack—instead of simply deleting—gives you the ability to (1) change your mind about the actual faces selected (and thus deleted), and (2) animate the selection of faces to be deleted. That’s right: you can change the actual deleted faces over time. Use DeleteMesh in conjunction with Mesh Select or Volume Select.
Edit Mesh The Edit Mesh modifier is a workhorse modifier. This modifier gives you the most fundamental control over virtually every aspect of your geometry. The best thing about this modifier is that it contains many of the same features as the editable mesh tools that really make polygon modeling fast and easy. See the sidebar “Meshing Around” (below) for more on when to use Edit Mesh vs. editable mesh.

WARNING The Edit Mesh modifier takes up the most memory in the modifier stack. It can also preclude you from going beneath it in the stack to change another modifier. Use it wisely.
Face Extrude Face Extrude is the staple of the low-polygon modeler. Nothing beats it for almost “doodle”-like flexibility. There are two major differences from the Face Extrude feature found at the editable mesh sub-object level. First, this is a modifier in the stack. If you don’t like it or you made a mistake, you can pull it out. Second, it is parametric; if you extrude a face by 20 units, the modifier retains the unit value. In the editable mesh Face Extrude, this isn’t true; once you put in the value of 20 units, for example, the spinner is reset to zero. You can undo it, but you can’t refine it as easily as you can with the Face Extrude modifier.
FFD FFD stands for free-form deformation, an extremely useful modeling tool. It also is a great animation tool! You will notice that there are several types of FFD modifiers: 2x2x2, 3x3x3, cylinder, etc. This is because the modifier is used frequently and speeds up configuration. Basically, this modifier surrounds your mesh with a lattice (a 3D grid). You then pull on the points of the lattice, and your object deforms to the pulling and pushing of these points. It can also be used at the sub-object level. This is very handy with soft selection.
Optimize Although at first glance this tool may seem like the panacea to high-polygon optimization, you must use extreme caution when using it. The low polygon counts are great, but the trade-off is a lack of control over vertex and face placement.
Slice The Slice modifier is an extremely powerful tool that gives you the ability to cut your model along any plane. You can cut away unnecessary sets of faces and leave a clean edge. In addition, you can use the cut plane to generate a single, contiguous edge along an axis. This is very useful for generating a division in sections for your model for material mapping purposes or face extrusions.


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