3D modelling Part 2.

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Presentation transcript:

3D modelling Part 2

Learning Objective Compound modelling tools

Compound objects modellers Minimum 2 objects are required Metaballs – Blobmesh Scatter Conform Connect Terrain Booleans Pro Boolean

Metaballs Metaballs is a form modelling in which you build forms out of various sized spheres. The software blends the spheres together into a single mass. The metaballs technique creates surfaces that automatically blend together. https://mail.nvnet.org/~martin_s/hypermedia/handouts/metaballs.html

© mcyuen 2011

Pros of Metaballs All objects are made up of masses. Not shell based. (Polygon and Nurbs modelling are shell based modellers) Easily manipulate round surfaces otherwise more difficult to achieve in polygon based models (for example to create a bulging stomach would only take a scale modifier on a round surface)

Cons of Metaballs Tedious job limited to scaling a bunch of spheres Melting of spheres are unpredictable Lack of control over the polygons because metaballs surface doesn’t have even topology of vertices. With some products, the resulting metaballs may only be seen when rendered

Scatter randomly scatters the selected source object either as an array, or over the surface of a distribution object. © mcyuen 2011

Conform Conform is a compound object created by projecting the vertices of one object, called the Wrapper, onto the surface of another object, called the Wrap-To. There is also a space-warp version of this function

Connect connect two or more objects between "holes" in their surfaces. To do this, you delete faces in each object to create one or more holes in their surfaces, position them so that the holes face one another, and then apply Connect.

Connect not suited to NURBS objects Connect generates the best mapping coordinates it can for the bridges between the various holes in the meshes. While some ideal cases, such as a cylinder above another cylinder, can generate good UVW map interpolations, most cases cannot. You'll need to apply mapping to the bridge faces with a UVW Map modifier.

Terrain 3ds Max generates these objects from contour line data. select editable splines representing elevation contours and create a mesh surface over the contours.

Terrain If you import an AutoCAD drawing (.DWG) file to use as contour data, 3ds Max names each object based on the AutoCAD object's layer, color, or object type. A number is appended to each name. e.g., an AutoCAD object on the layer BASE becomes an object named BASE.01.

Terrain usage Visualizing the effects of grading plans in 3D. Maximizing views or sunlight by studying topographical undulation of land forms. Analyzing elevation changes by using color on the data. Adding buildings, landscaping, and roads to a terrain model to create virtual cities or communities. Viewing corridors and completing ridge analyses from particular locations on a site by adding cameras to the scene.

Boolean Boolean operations are very powerful sculpting tools, enabling you to cut or drill one form with another as well as combine multiple objects into one. The objects used in Boolean operations are called operands. http://blog.lib.umn.edu/thel0064/arts5990/ http://www.npowersoftware.com/booleans/pboverview.htm

Boolean In most cases, there will be two operands involved and their positioning and the type of operation performed determines the results. The most common Boolean types are : Add (UNION), Intersection and Subtraction (DIFFERENCE).

Boolean It is important to remember that Boolean operations are usually destructive, means the original operands are lost in the process and you may not able to undo the failed attempt.

ProBoolean ProBoolean adds a range of functionality to the traditional 3ds Max Boolean object, such as the ability to combine multiple objects at once, each using a different Boolean operation. ProBoolean can also automatically subdivide the Boolean result into quadrilateral faces, which lends itself well to smoothing edges with MeshSmooth and TurboSmooth.

Quadmeshing

Reference Autodesk 3ds Max online help Principles of Three-Dimensional Computer Animation, Michael O’Rouke Inside 3d Studio Max, Volume 2: Advanced Modelling and Materials, Phillip Miller. 3d Graphics & Animation, Mark Giambruno Design First For 3D Artists, Geoffrey Kater