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Editable poly for Interiors

by Montree T. (easyyong@hotmail.com) - Smoke3dStudio For this tutorial we need to know how the multi-subobject and polygon ID works. 1. Prepare a multi-subobject material before drawing. Material ID 1 = wall Material ID 2 = ceiling Material ID 3 = floor . . . and etc.

2. Draw a box, convert to poly and flip all polygon's normals.

3. Create a camera inside and change a viewport to be the camera view. Assign material IDs to each polygon by following the materials that we have already prepared. In this stage I put ID 1 for whole wall, ID 2 for the ceiling and ID 3 for the floor. The important thing is to assign material IDs to polygons in the beginning rather than later, as the finished model might be more complex and it could be more difficult to select polygons.

4. work on edge sub-object, select edge and connect. This is for creating window and door

Tip: Avoid using slice tool in editable poly/mesh by using connect edge instead, as incorrect uvwmap coordination may sometimes appear on the sliced polygon when we apply face UVWmap to it.

5. Connect edge again. 2 segments divided horizontally for a window in the left and 1 segment divided for a door in the right.

6. Adjust the selected edges height to the same as window and door.

7. Go to polygon sub-object and extrude the selected polygons to create wall thickness and then assign Material ID =4 (Material ID 4 = window frame) to the extruded polygons.

8. Connect the selected edges

9. Select the polygons and inset. This is to create the width of window and door frame.

10. Go to the door polygon and move it down as we don't need the door step.

11. Extrude polygons to create the thickness of door and window. Then assign number ID 5 for the extruded polgons window and number 6 for polygon door.

12. Select the polygons and delete the overlaping polygons at the door step that we don't need. Go to the Border sub-object and cap the hole again. A new clean polygon will be created at the foot of the door.

13. The model has been finished and we can now check the material IDs on each polygon.

14. Select each polygon and apply UVWmap.

15. The finished scene lit with lighting techniques.

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