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Mastering
3D Studio MAX R3 |
NURMS (non-uniform rational MeshSmooth) is one radio button in Mesh-Smooth.
NURMS is not defined by a ratio of matheticatical functions, so it is
not really rational. This is merely a play on the NURBS acronym,
because NURMS gives you the option of weighting the vertices of the low-poly
model similarly to the weighted CVs of a NURBS model and lets you set
different tessellation for the viewport and the renderer.
Lets try it.
- 1. Reset MAX.
- 2. Create a box three segments in length, width,
and height.
- 3. Right-click the perspective viewport label and
select Edged Faces.
- 4. Click the Edit Stack button and choose Collapse
to Editable Mesh.
- 5. Apply a MeshSmooth modifier. The box is rounded
by the modifier. Notice that the NURMS option is checked as a default.
- 6. Check Display Control Mesh further down in the
Modify tab. Now you should see an orange gizmo around the object in
the exact shape of the original low-poly mesh.
| TIP In the Subdivision
Amount section, you can set a low value of iterations and smoothness
for the viewport, to keep things speedy, and a higher value for rendering,
just as in patches and NURBS.
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- 7. In the modifier stack, select Editable Mesh from
the drop-down list to get to the editable mesh level.
| 8. Click the Show End
Result button to show what the mesh looks like after the MeshSmooth
is applied.
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- 9. Click the Polygon Sub-Object button.
- 10. Select a polygon (of the low-poly model now
visible as a gizmo) and turn up the Extrude spinner under Edit Geometry.
You can see the extrusion rounded by the MeshSmooth in the viewport
as you do it.
- 11. Click the Vertex Sub-Object button.
- 12. Move a vertex outwards to see the distortion
of the mesh.
- 13. With the vertex still selected, scroll down
to the Surface Properties selection and turn up the weight of the vertex.
It pulls the mesh towards it, just as a CV does in NURBS. Your mesh
might look something like Figure 5.35.
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| NOTE The Weight
parameter is available in Edit Mesh or editable mesh for selected
vertices, as well as in the MeshSmooth modifier, but it doesnt
do anything unless you have a MeshSmooth modifier applied with NURMS
checked.
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FIGURE
5.35 The weight is increased on one vertex of
this low-poly model.
Using these techniques, you can continue to develop your low-poly model
on the sub-object level and see what the final results will look like
on your high-poly model as you do it. You get the advantages of non-uniform
weighted vertices and separate levels of detail for the viewport and the
renderer without the computational costs of NURBS.
Hands-on MAX: Organic
Box Modeling
Now that weve looked at subdivision surface modeling with NURMS,
lets use it to model a whole character. We will take an approach
that we also saw in Chapter 4, called box modeling. This popular
technique is sometimes called cubes and tubes, because all
models begin as either box or cylinder primitives. Applying the Mesh-Smooth
modifier makes it an organic subdivision surface model, but remember
that you can always strip off the modifier and have a low-poly model suitable
for games.
The basis of this process is to edit a simple cube primitive using various
right-click menus (shortcut menus) that are new in MAX R3. During the
editing process, a Mesh-Smooth modifier will smooth out the simple object
into a more natural-looking model. Youll be able to observe this
smoothing effect while you are editing the simple geometry making up a
base object. This builds upon the subdivision surface modeling of the
shark, but primarily uses right-click menus to speed up the workflow.
Creating
the Base Object
- 1. Reset MAX.
- 2. Under Create Ø
Geometry Ø Standard Primitives,
select Box.
- 3. Create the cube in the perspective viewport with
length, width and height values all 10.
- 4. Select the Move tool and then immediately right-click
its icon. The Move Transform dialog box will appear.
- 5. In the Absolute:World section, enter zero for
the X, Y, and Z values. This will ensure that the cube just created
will be at the center of the scene. Close the dialog box.
- 6. Select Zoom Extents All from the Viewport Controls.
- 7. In the perspective viewport, right-click the
label and select Edged Faces while leaving Smooth + Highlights active.
The previous step will retain the smooth shading, but will now also show
the edges of the objects polygons in the shaded viewports. This
will help clarify where you are performing edits later in the exercise.
- 8. Apply a MeshSmooth modifier with default values
to the cube.
- 9. In any viewport, right-click the cube and select
Convert to Editable Mesh.
This step collapses the cube to a symmetrical and slightly rounded form
that will be the basis of the model. You should now have something like
Figure 5.36.
FIGURE
5.36 Perspective view of the collapsed cube
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| NOTE If you
want to start from here, you can open the file Organic1.max
on the CD.
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If you right-click the model again after converting to editable mesh,
you will notice that the shortcut menu (Figure 5.37) now offers several
more options.
FIGURE
5.37 The editable mesh shortcut menu
Since most characters are roughly symmetrical in naturethat is,
their right and left halves are basically mirror copies of one anotheryou
will only need to worry about modeling half of the character. Later you
will copy, attach, and weld a second half to restore the whole.
This method will give you several advantages. First and foremost, you
will only have to work on half the geometry in the viewports, which provides
a much cleaner workspace and saves time. Also, your character will end
up being perfectly symmetrical. If you do not wish to create a symmetrical
character, the methods describe herein will still apply; it will just
take a bit more work and care during the modeling process to get your
desired results.
- 10. Go to the Vertex sub-object level. In the front
viewport, select the vertices on the right side of the model.
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| WARNING Use
the Rectangular Selection Region tool to select all the vertices on
the right side of the model. Make sure you do not select the vertices
that make up the centerline down the middle. Selected vertices will
turn red.
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- 11. With the right-side vertices of the model active
(while in the Vertex sub-object level), hit the Delete key. This will
remove these vertices from the model. Turn off the Sub-Object button.
- 12. Save or hold your scene.
Adding the
Active MeshSmooth
The initial cube object has been created, slightly smoothed, and halved.
You will now proceed to apply another MeshSmooth modifier that will display
the resulting smoothed mesh, but will enable you to edit the underlying
simple geometry.
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| NOTE If you
want to start from here, you can open the file Organic2.max
on the CD.
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- 1. Apply a MeshSmooth modifier, initially using
default parameters.
- 2. In the Parameters section of the MeshSmooth modifier,
find the Display/ Weighting section and turn on the toggle for Display
Control Mesh.
You should notice an orange cage around the smooth, spherical shape.
This cage represents the underlying geometry that you will be editing,
and is the shape of the object just before the MeshSmooth modifier (relative
to the history of the modifier stack).
- 3. To demonstrate this effect more clearly, click
the icon for Active/Inactive Modifier toggle (found just under the name
MeshSmooth). The object will then resemble the Control Mesh activated
in step 2.
- 4. Click the icon for Active/Inactive Modifier toggle
once again. This will restore the MeshSmooth modifier.
You should now have a selection like the one in Figure 5.38.
© 2000, Frol (selection,
edition, publication)
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