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When active, Modify Mode makes the entire array of Graphite Modeling Tools available.
Add the Symmetry modifier:
1.On the Polygon Modeling panel, activate (Polygon) to go to the
Polygon sub-object level.
2. Click the ribbon’s Selection tab.
3. On the By Half panel, click , then click (Select).
This selects half of
the polygons based
on the object's Y-
axis orientation.
4. On the By Half panel, click Invert Axis.
6. On the ribbon, click the Modeling tab. With the helmet object still selected,
go to the Modify panel and from the drop-down Modifier List choose
Symmetry.
7. On the Parameters rollout Mirror Axis group, choose the Y option
and turn on Flip.
Now the editable poly object is active again, and the ribbon displays an expanded set
of tools for polygon editing.
The mirrored half of the helmet is hidden in the viewport because with the polygon-
editing controls displayed, you are editing the source polygons only.
9. On the Polygon Modeling panel, click (Show End Result) to see the
mirrored side of the helmet controlled by the Symmetry modifier.
By default, the loop is placed in the center of the selected edges, but
the negative Slide value you will specify in the next step will position it
to the left of center.
4. On the third control of the caddy, Slide, drag until the value equals –50, and then
click (OK).
9. Again convert the object to editable poly format by opening the Polygon Modeling
panel expansion (click the Polygon Modeling label) and choosing Convert To Poly. The
Symmetry modifier is removed, and all the mirrored polygons are integrated into the
model.
Select the helmet seam and rim:
1.On the ribbon Polygon Modeling panel, activate (Edge).
2. On the Modify Selection panel, click Loop Mode to turn it on.
3. Click to select one of the edges along the center edge of the helmet.
Because Loop Mode is
on, 3ds Max selects the
entire loop of edges along
the helmet ridge.
3ds Max selects all the polygons adjacent to the edge selection.
Extrude the helmet seam and rim:
1.On the Polygons panel, Shift+click (Extrude).
3ds Max displays
the caddy
controls for the
Extrude tool.
On the first
control, Group,
choose Local
Normal from
the drop-down list.
• On the second control,
Height, change the value
to 1.0 , then
click (OK).
On the ribbon Polygon Modeling panel, click (Polygon) selection
to exit the sub-object level.
Next you'll smooth the object. While the Editable Poly object has smoothing
tools such as NURMS subdivision, you'll use the new OpenSubdiv modifier
instead. OpenSubdiv has options, such as creasing, unavailable with other tools.
On the Modify panel, open the Modifier List and choose OpenSubdiv.
The model is subdivided and smoothed using the default Iterations value of 1.
On the General Controls rollout, set Iterations to 2 to further
smooth out the helmet.
As long as Edged Faces is on, you'll still see the underlying geometric structure; that of the
original editable poly object. To see the actual subdivision resulting from OpenSubdiv, turn
off Isoline Display, also on the General Controls rollout.