Friday, July 13, 2012

Editing the polygonal mesh in 3d Max ( Lesson # 8)


Lesson # 8 - Editing the polygonal mesh (continued)

The result of the lesson - Fireplace
In this lesson we will continue to create fire. Create a fire door, we impose the materials and textures. Along the way, continue the development work with an editable mesh and analyze in detail the work with the materials.
Run 3d max and open the scene with a fireplace. If for some reason you do not have this file, it can always be downloaded at the end of the previous lesson.Let's start with a door to do this, create not a big boxing 5h2h5 size and place it like so:
Box size 5h2h5
Note that the box a little bit beyond the fireplace.
Now convert this box to an editable mesh, polygon, select this one:
 And squeeze it down so that the distance to the bottom of the hole was approximately 10 units (ie, 2 times more than the original box):
 Squeeze a dedicated ground to the bottom of the hole:
 Select the top and bottom polygon and extrude them until about the middle of the hole:
 Then remove the two polygons. Make a copy of the resulting object, flip it up and select the first item, click on Attach:
Attach the button
 And click on the copy of the object. The result should be a single object, which consists of two parts:
 Now go to the sublevel Element:
sublevel Element
Turn on the snap (Snaps Toggle) and dragged half copied to the original half pulling one of their vertices at the site of the joint. Once again I draw your attention to the fact that the landfill at the site of the joint must be removed. Once the halves will stand right turn at the sublevel of Vertex, select the top spot in the joint and pressing the Selected
Selected Button
 Merge neighboring vertices. Most likely, the resulting object will not fit in the hole for the door, so now select these vertices:
And move them as long as our border will not be correctly placed in the hole for the door (do not forget to turn off the snap)
Thus was created the frame for the door, the door itself is created similarly, so much detail to paint its creation makes no sense, except to say that the size of the original box should be about 3h1h3. That's what should happen after the establishment of doors:
 Now select the edge of the door in the corner:
In the Chamfer enter the value 1.0:
Chamfer box  
And press Enter. The result should look like this:
 Now in the Chamfer box, type 0.4. The result was rounded corner:
Repeat this step with the other three corners. Next, you need to make a handle for the door. This is a body of revolution with a section like this:
section of the handle
Then apply to this spline modifier Lathe, Segments in the graph, enter the number 64. As a result, you should get a grip here:
get a grip here
Make two copies of the handles and place them like this:
Now make a loop for the door. We start as usual a small box, this time its size should be 1x1x1:
 Convert the box to an editable mesh and by extruding polygon vertices and travel until you get here is of this form:
To avoid a lot of this detail round the highlight here is these edges:
And Chamfer type in the value of 0.15:
Select the polygons are here:
And assign them to one group of anti-aliasing for example 10:
Create another box for this piece:
Similarly, squeeze the side polygons, do Chamfer with a value of 0.15, and assign one group of lateral smoothing polygons:
loop
Thus, a top hinge, copy these two things down, to create a second loop:
Next, create a lock. Nothing complicated about it does not, is it also by extruding polygons, so I'll give the final form of the castle:
On top of the castle, put the rivet in the form of a cylinder with rounded edges:
castle
It remains to establish the last part. We begin as before with the box. As a result of extrusion polygons should create such an object here:
Do this twice Chamfer these edges:
  not to much to round these places, then assign one side polygon smoothing group:
And squeeze it, "Fang" at one unit:
Now select the edges along the contour of the rib, and fail to Chamfer tool twice, first with a parameter of about 0.2, 0.07 second time. As a result, in this place, "Tusk" to round the:
Make a copy of this object, flip it and attach a copy (do not forget to remove the landfill at the site of the junction):
So in the end create a piece of the big box (an imitation of the floor by the fireplace), and do not tilt it a lot:
We can assume that the geometry of the fireplace we had finished, now let's move on to the imposition of material.
To begin with not a lot of theory. The fact is that as you probably remember from the lesson number 6, for the texture to any object that object should be to assign texture coordinates. In these coordinates the standard objects assigned by default, but we have almost all the components of the fire created a polygonal mesh editing, ie, they do not have texture coordinates. There are several ways to solve the problem of assigning texture coordinates, but perhaps the simplest is the modifier UVW Map.
Highlight this detail so the fire:
And give it a modifier UVW Map (it is located near the bottom of the list of modifiers.) Here the greatest interest are the parameters that are in the group of Mapping:
UVW Map modifier
In particular, the switches that determine the shape of a gizmo. Gizmo - is a noticing that it is best to repeat the geometry of the original object while projecting its texture coordinates at the top of the object. For example, for the selected parts (and most other parts of the fireplace), the best form of gizmos will be the Box:
the best form of gizmos will be a Box
As you can see when you select the form gizmo, some of our items appeared orange parallelogram:
This is the gizmo, its height, width and height can be changed here:
But usually this is not necessary, the size of the gizmo defaults are chosen so that the whole object was placed inside. To manage the gizmo in more detail (such as rotate or move it) should go to the sub-object Gizmo:
Gizmo sub-object
Thus, the texture coordinates are assigned, we must now make the material polished marble. Press M, to open the Material Editor. Select one of the balls material, assign the type of material Raytrace and use the settings below:
Click the button next to Diffuse, in the list that appears, select Bitmap and locate the file with the texture of marble or granite (textures are applied in a lesson can be found in the archive link to which can be found after this lesson.) After this rise in the material editor to level up by clicking on Go to Parent:
Go to Parent
Next, you need to make sure that our material does not reflect a lot of objects. To do this, find the Maps rollout, the inscription Reflect and click the button next to it in the window that appears, choose Reflect / Refract, set the action level of 20%:
And apply the material of our parts. That the material displayed in the viewport, click the Show Standard Map in Viewport:
Show Standard Map in Viewport
Here's what you should have:
As you can see the texture "flowed", ie stretched. This happened because the texture of our square, and the plane on which we impose a rectangular texture. This rule is stretching the width of the texture to do this, so these values ​​in the settings of the modifier UVW Map:
As a result, the texture should straighten   
Follow the same steps with the other parts of the marble fireplace. Particular attention should be paid to the top of the marble fireplace. This simple stretch texture streaks texture is not it right. Therefore, increase the height of the gizmo so that it becomes a cube:
We proceed to the masonry. Create a Standard Material from this the following parameters:
Assign the texture of the brickwork. In the Maps rollout, locate the Bump. Click the button next to this option in the dialog box, click Bitmap and choose the file mask (in the archive under the name stone_mask.jpg). This parameter allows you to issue Bump roughness of the material designation in black and white (actually you can use not only the image). Blacker than the pixel, the more it will seem fossa. Conversely the whiter the pixel, the greater the bulge. Assign the material to the bottom of the fireplace, setting the following gizmo this part:
It will pick up more than the correct amount of tiles. Similarly, adjust the gizmo in the middle of the fireplace and set the same material.
At about the same as the brickwork created the pipe material, just need to assign a texture to the plaster.
Here is the specification for the metal door (metal texture file metall.jpg):
Assign this material hinges, door and lock.
Then create the same metal material, but instead use a texture file and setting ramka.jpg Bump ramka_mask.jpg. Thus, displays some fine details beyond the door. You may need to rotate the gizmo and not much beyond it stretch the texture to be displayed correctly.
Similarly, this made the material for this part:
Image parameter bump - radiator_mask.jpg, because of the increase this parameter up to 40%.
Configure the Material of handles:
Now we need to do a simulation of fire in the fireplace. Honest fire modeling is beyond the scope of this tutorial, so make a box with texture, light and place it like so:
texture of the fire
It remains to make the final touch - insert the glass door of the fireplace. To do this, create a small box column, and place the glass in place. Glass material will be of type Standard with this the following parameters:
This greatly simplified glass material, but for our purposes it is fine.
Press the F9, to see the final result. Calculating the reflection it is quite time consuming, so you might have to wait a bit. After the end of the render should look something like this:
result of the lesson
That's all.

IQ Dynamic Media, the mobile application design and development company in Dubai

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