By George Maestri
One glance and you can see that this 3ds Max e-book isn't like the entire others. It provides the center 3ds Max positive aspects in pages full of impressive images that completely illustrate the innovations. every one web page is loaded with specific reasons on the most important elements, similar to the 3ds Max interface, modeling and animation instruments, rendering settings, and extra. attractive step by step classes and initiatives offer hands-on reinforcement as you examine. Create textures, research rigging, carry biped characters to life—even create hair with this pretty, full-color consultant.
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Additional resources for 3ds Max at a Glance
Extrude Extrudes the vertex. Chamfer Chamfers the selected vertex. Weld Welds two vertices as one. Vertices must be within a specified distance. Target Weld Allows you to select a vertex and drag it over another to weld the two together. Connect Connects two vertices with an edge. qxd 10/27/07 6:27 PM Page 33 Polygonal Modeling 33 Editing Edges When edges are the active sub-object, the Edit Edges rollout appears. These tools are specific to edges. To delete edges, simply press the Delete key. This can also remove polygons from the object, so if you want to remove a vertex without affecting the model, use the Remove button.
Adding an Edit Poly or Edit Mesh modifier to the stack will turn the object into a polygonal object. You can also right-click over the stack and collapse an object to a poly or mesh. Polygonal Components Polygonal surfaces have four major components: vertices, edges, faces, and elements. Editable mesh objects also have a triangular face sub-object, while editable poly objects have a border sub-object. To select one of these components, highlight an icon in the Selection rollout, select the sub-object in the modifier stack, or right-click over the surface to open a quadmenu, where the sub-object can be selected.
Smoothing groups control how the renderer calculates smoothing between the polygons, resulting in a smooth or faceted look. Setting a Material ID for a set of polygons allows for different parts of the object to accept different materials when used with a Multi/Sub-Object material. The object on the left is smoothed by using smoothing groups; the one on the right has no smoothing. Smoothing can be applied on a per-polygon basis to smooth different parts of the object. qxd 36 10/27/07 6:27 PM Page 36 2 .
3ds Max at a Glance by George Maestri
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