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Mastering
3D Studio MAX R3 |
Using Surface
Tools
3D modeling methods, like most things, have seasons of popularity. One
year NURBS modeling is all the rage, the next NURBS are out and subdivision
surface modeling is in. Methods go in and out of fashion, make comebacks,
and so forth. Currently MAX Surface Tools is enjoying its season in the
sun, and with good reason. Surface Tools allow you to model in patches
by building a spline cage and applying a Surface modifier that creates
a patch surface over the cage. The beautiful thing about Surface Tools
is that it is relatively easy to make detailed edits to the spline cage
that would be difficult to add to an established patch model.
Understanding a Spline Cage
To understand how to work with Surface Tools, we need to think about
splines some more. Weve seen the similarities between Bezier splines
and Bezier patch surfaces. The vertices and tangents are very similar
and are based on the same math. It makes sense, then, that you could draw
an armature out of splines to define a patch surface. Unfortunately, MAX
does not allow branching splinessplines that have more
than two edges meeting at a single vertexso a welded armature is
impossible. How, then, do we build a spline cage?
How the Surface Modifier Works
Peter Watje, who designed Surface Tools, wrote the Surface modifier to
look at a single object with different spline sub-objects and, if the
spline vertices are coincident or within a specified threshold, to create
a patch surface with vertices corresponding to the meeting places of the
splines. If a section of the spline cage has three sides, a Tri patch
is created; if a section has four sides, a Quad patch is created; and
if a section has more than four sides, there is a hole in the patch surface.
How the CrossSection Modifier Works
The other modifier that makes up Surface Tools is the CrossSection modifier.
Cross-Section helps you build parts of your spline cage by taking splines
and building a cage of splines around them, with the initial spline as
cross sections. Its easier to see than to describe in words, so
lets look at it.
- 1. Reset MAX.
- 2. In the top viewport create a circle.
- 3. With the Move tool, Shift-drag the circle upwards
in the front viewport.
- 4. Check Copy and set the number to 2 in the dialog
box, and click OK. What you have so far looks like Figure 5.12.
FIGURE
5.12 Circles to CrossSection
- 5. Select the bottom circle, go to Modify Ø
Edit Stack, and choose Convert to Editable Spline from the drop-down
menu.
- 6. Under the Geometry section of the Modify tab,
click the Attach button. Click the next circle above it and then the
top circle.
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| WARNING It is
very important to attach the splines to be CrossSectioned in the logical
order of cross sections. Otherwise you will get chaos.
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- 7. Click the Attach button again to turn it off.
- 8. Apply a CrossSection modifier (Modify Ø
More Ø CrossSection). Now you have
a spline cage between the circle cross-sections, as shown in Figure
5.13.
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| NOTE CrossSection
cannot be limited to a sub-object selection. A method for Cross-Sectioning
parts of your spline cage is explained in Detaching Splines
to Cross-Section later in this chapter.
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FIGURE
5.13 Circles with CrossSection modifier applied
Surfacing a Spline Cage
We just created a simple spline cage, so lets take a minute to
see what its made of.
- 1. With the spline object still selected, click
the Edit Stack button and select Collapse All.
- 2. Click Hold/Yes to Are you sure you want
to continue? Then click OK to close the dialog box.
| 3. Click the Spline
Sub-Object button.
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- 4. Click different places on the spline cage.
Notice that the splines arent really connected where they meet.
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| TIP It is important
to remember that there is more than one coincident vertex at any branching
point of a spline cage. These vertices need to be moved together and
you do not want to Weld them, because this may distort your
splines. There is no way of making a completely welded spline cage,
because splines cant branch.
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- 5. Click the Sub-Object button to get back to the
object level.
- 6. Apply a Surface modifier (Modify Ø
More Ø Surface).
- 7. Check Flip Normals and Remove Interior Patches
on the Modify tab. You have a continuous patch surface (based on your
non-continuous splines), as shown in Figure 5.14.
FIGURE
5.14 Surface applied to spline cage
Good Habits for Working with Surface Tools
Working with Surface Tools takes some getting used to. Youll pick
up the habits that are most useful for Surface Tools one way or another;
why not try these from the start rather than learning through painful
experience?
Make a Modifier Set On the Modifier Tab, configure a button set
of the modifiers you will use for Surface Tools modeling: CrossSection,
Surface, Relax, and perhaps any other modifiers appropriate to your plans
for the model as well. This way you dont have to keep going through
the More list all the time.
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| TIP Another
option is to create a customized toolbar including buttons for these
modifiers.
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Surface a Reference Copy To see what result youre getting
in your surface, make a reference copy of your spline cage (Shift-move
and check Reference in the dialog box) and apply a Surface modifier to
the reference. Some people like to model half the model as a spline cage,
mirror it as a reference, and apply Surface to that, so the changes in
the spline cage are seen in the other side of the model. (This is not
a good option if you have any problems telling your left from your right.)
Some people like to keep the reference surface in the same place as the
cage (Edit Ø Clone, check Reference,
and apply Surface). In this case, you may want to view your reference
surface in see-through mode by pressing Alt+X while it is selected.
Turn Weld Threshold to Zero As mentioned earlier, you dont
want to weld your vertices all the time. If you have any weld threshold
set at the Vertex sub-object level, you will get an annoying screen every
time you move vertices together or create a line, asking you if you want
to weld coincident endpoints. If you get this, click No. To avoid getting
this message all the time, turn the weld threshold to zero until you actually
want to weld.
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| WARNING When
asked if they want to weld coincident endpoints, some people like
to try Yes, see if its what they want, and Undo if its
not. They do this because welding may result in a smoother surface.
This is not recommended for beginning Surface Tools modelers. If youre
not experienced in what to look for, you may accidentally weld vertices
that completely screw up your model and may not notice it until youre
much further along. You can always weld the coincident vertices of
a specific point in the cage to see if this helps you. This gives
you more control over how and where the welding happens.
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Marquee-Select Vertices While marquee-select is not entirely necessary
with the Area Selection feature in MAX R3, it is a good habit to marquee-select
vertices when you move them, in order to get all the coincident vertices.
It also helps to remind you of what youre in fact dealing with:
coincident vertices of several splines, rather than the welded point of
an armature.
Turn Off Axis Constraints When you are moving vertices around,
you dont want the snap settings to be using the axis constraints.
Right-click the 3D Snap button and uncheck Use Axis Constraints on the
Options tab.
Know When to Use Vertex Snap When building your spline cage, you
will sometimes want to draw a new line starting and ending at two existing
vertices or to move a vertex to be coincident with another vertex. In
this case you want 3D Snap ON and the snap settings to be set to Vertex.
(Right-click the 3D Snap button, uncheck Gridpoints, and check Vertex.)
At other times, you want to draw a new spline, or to move a vertex to
a place other than another vertex. In this case you want 3D Snap OFF.
Pressing S toggles between snaps on and snaps off.
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| NOTE When your
vertices still arent coincident, even after using Vertex Snap,
you need to fuse them, as covered in the troubleshooting section that
follows.
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| Use Selection Center to
Scale Vertices You can scale Bezier vertices together the same
way as you would with polygonal vertices in an editable mesh. The
trick is that you have to choose Use Selection Center from the Use
Center flyout in order to scale the vertices rather than the handles.
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© 2000, Frol (selection,
edition, publication)
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