How to make round shapes in 3ds max. Cutting complex holes

One of the widely used methods of modeling objects in 3D Studio MAX is the molding method, or lofting (lofting), which allows you to convert splines into three-dimensional bodies of the most different forms- starting from abstract objects (for example, previously studied primitives) and ending with completely realistic models. Quite often, lofting is the most fast way creation of this or that model by a modeling method. For example, a complex object, which would take at least an hour to model with polygons, can be modeled using lofting in 10-15 minutes.

The subject of lofting is unusually extensive, but in this lesson we will focus only on the basic concepts of lofting modeling.

Lofting and loft objects

The term "lofting" came from the ancient practice of shipbuilding, when, when forming the ship's hull, subsequent cross sections of the frame seemed to rise (lift off) in relation to the previous cross section. This is probably why, when explaining this concept, today, as an analogy, they often resort to describing the construction of a ship's hull.

Loft-objects are built by forming a shell along reference sections placed along some given trajectory. The shell is, as it were, stretched over the sections along the specified path, and as a result, a three-dimensional model is obtained. This modeling method is well suited for those models whose shape can be characterized by a certain set of cross sections. Any such object is always based on a trajectory (path) and one or more sections (shapes). The path defines the main line of the loft object and can be in the form of a straight line, circle, spiral, arbitrary curve, etc., while sections determine its shape and can also be very diverse (Fig. 1). When using multiple sections, they are placed along the path according to the principle specified by the user, and in the case of a single section, this shape is placed at both ends of the path.

Both types of structural elements - path and sections - are represented by ordinary splines. A path shape can only contain one spline, because the program refuses to accept any shape that contains more than one spline as a path. And if, when trying to create a loft object, the path selection button is not activated, then this means that the selected shape contains more than one spline.

Cross-section shape splines can have any number of splines, but the number of splines in all sections involved in a given loft object must be the same. In addition, if the section is represented by compound shapes of several splines, then these shapes must have the same nesting order. This means that if the first section contains two other splines inside one spline, then all subsequent sections must be formed according to the same principle. And if you move two internal splines outside the original one in a copy of this compound form, then it will no longer be possible to specify it as the second section (Fig. 2). True, if desired, in some cases this limitation can be circumvented by turning ordinary closed splines into open ones (Fig. 3).

The shape of a loft object is determined not only by the path and a certain set of sections - the position of the internal sections along the path and the matching of the first vertices of each cross section shape are equally important. The placement of sections along the path determines how and at what moment the transition from one section to another will be modeled, and matching the vertices allows you to avoid twisting models when moving from section to section or, conversely, artificially twist objects if necessary.

When working with loft objects, a lot of questions are caused by the usual transformations carried out by tools Select and Move(select and move) Select and Scale(Highlight and scale) and Select and Rotate(Select and rotate), since an attempt to use them to transform a path or section does not affect the loft object in any way (Fig. 4). The fact is that transformations applied to the original lofting objects (paths and sections) are ignored - this is the peculiarity of 3D Studio MAX. However, you should not think that it is impossible to edit a loft object and that you need to initially create it based on perfectly matched paths and sections. There are plenty of editing options, and we'll take a look at them.

Creating loft objects

The initial forms for loft objects (path and sections) can be created in any viewport, so when choosing a viewport, you should proceed from the convenience of modeling, giving preference to the viewport that is most consistent with the view of the object from above or in front.

Loft objects refer to compound objects ( Compound Objects, rice. 5) categories geometry(Geometry), and the button is intended for their construction loft(Lofted), which becomes available when one of the initial shapes is selected and the Compound Objects type of the Geometry category is activated. You can go the other way - select the command from the main menu Create=>Compound=>Loft, which will also open the loft object's settings panel.

There are two ways to create simple loft objects: by specifying either the path - the button is intended for this option Get Path(Indicate the path, Fig. 6) from the scroll Creation Method(Creation method), or section shape using the button GetShape(Specify the form). Both options are equivalent, but differ in the location of the resulting lofted object in space, which is determined on the basis of a previously selected object: sections in the first case and paths in the second. In addition to these buttons, the Creation Method rollout has an important switch that has three positions:

  • move(Move) - the section shape specified after the button is clicked GetShape(specify form) or Get Path(Specify the path) will be placed in the created loft-object and will cease to exist as an independent object;
  • Copy(Copy) - an independent copy of the original section shape will be used as part of the created loft-object;
  • Instance(Pattern) - The default and most commonly used section shape pattern will be applied, as any subsequent valid shape change will be reflected on the loft object. True, in this case, the scene is gradually cluttered with unnecessary objects, so usually after the modeling of the loft object is completed, unnecessary forms are hidden or even removed from the scene.

When creating any loft object, you should pay attention to the following points:

  • if there is no selected object, then the button loft(Lofted) will be unavailable;
  • if the pre-selected shape consists of more than one spline, then the button GetShape(specify form) in scroll Creation Method(Creation method) will be unavailable.

Quite often, the construction of a lofted model begins with the creation of a base object with a single section, which is created at the initial stage of model formation. For example, activate the object category Shapes(Forms) command bar Create(Creation), in the list of object types, specify the type Splines(Splines) and build two splines: a star ( star) as a section of the loft object and a line ( line) as its path (Fig. 7). Select a star, click on the button geometry(Geometry) command bar Create(Create) and select from the drop-down list of object types Compound Objects(Composite objects). In a scroll object type(Object type) first click on the button loft(Lofted), then on the button Get Path(Pick Path) - The selected button is highlighted in yellow, and then click on the pre-created path spline. The result is a figure formed by the movement of a star along a line. After rendering, you will see something like this object, as shown in Fig. eight.

Create another path shape as an ellipse (fig. 9) and form a lofted object again, but this time based on a star and an ellipse; The rendering result is shown in Fig. 10. Then try to get a loft object by taking a curvilinear spline as a path. The latter must first be created from linear splines, then go to the spline editing mode at the vertex level, turn each vertex into a smooth one and adjust the position of the vertices to achieve the intended curvature (Fig. 11 and 12). Save this base object as we will need it later.

In addition to the path and section, on appearance loft object is also affected by other parameters set in rollouts Surface Parameters(surface parameters) and Skin Parameters(Shell options). The first rollout contains options for controlling how the lofted surface is rendered; using it, for example, you can control the degree of smoothing of the shell along and across the path (Fig. 13 and 14). The second rollout contains many options that affect not only the display of the lofted shell, but also the density of the wireframe and the interpolation methods used; with its help it is possible, in particular, to regulate the detail of the created model (Fig. 15 and 16).

Editing loft objects

Editing a loft object refers to various operations:

  • adding new sections to loft objects, which allows you to get much more interesting models than based on a single section;
  • removal of sections;
  • replacing one section of a loft-object with another, which is necessary if the selection of the section turned out to be unsuccessful, and changing the section is too long or impossible at all;
  • editing splines of the path and sections at the level of the parametric form. In this way, only the simplest transformations can be performed, for example, increase or decrease the section radius, change the number of vertices in the case of a polygon and a star, etc.;
  • changing the contours of the path and sections at the level of sub-objects: vertices, segments, which allows you to change the object beyond recognition. This feature necessarily implies a preliminary (that is, before lofting) conversion of the corresponding splines from ordinary to editable using the command Convert To=>Convert to Editable Spline(Convert to=>Convert to Editable Spline). In this case, edited splines cease to be parametric objects, and they can no longer be edited at the parameter level, changing the width, height, radius, etc.

Adding new sections to the loft object

After creating a basic loft object, you can add additional sections to it, which allows you to turn simple objects into much more complex and interesting ones. You can add new sections in the same way as in the mode of creating a loft-form (panel Create- Creation), and in the mode of its editing (panel Modify— change).

Take as a basis the already created and saved lofting object based on a star and a curvilinear spline and, for the convenience of further review, expand it a little (Fig. 17). Then create an additional spline in the form of a circle, then select the loft object and activate the panel Modify. Now you need to specify the location of the new section on the path - this is the field Path(Path) in a scroll Path Parameters(Path parameters), where the so-called path level is set (it is zero by default). The level can be entered either as a percentage of the path length - in this case, the checkbox Percentage(Percent), or as an absolute distance along the path if the checkbox is activated Distance(Distance). In our example, it is more convenient to use percentages and add a new section, for example, at the end of the path. For this in the field Path(Path) when checked Percentage(Percentage) enter the number 100. Next, click on the button GetShape(Specify shape) and specify the created circle - the loft object will change and begin to resemble the one shown in Fig. 18. For the sake of interest, you can add another section in the middle of the path in the form of a circle, which is better to make a slightly larger diameter. To do this, create a circle, select the loft object, activate the panel Modify, in field Path(Path) enter the number 50, click the button GetShape(Indicate the shape) and indicate the second circle (Fig. 19).

If you are building models with multiple sections, then keep in mind that although theoretically different sections can have a different number of vertices, in practice, to obtain a smooth shape, it is better that the number of vertices for all spline sections is the same. Otherwise, especially with a very different number of vertices, unpredictable twisting and stretching of the loft model is possible. To equalize the number of vertices, the missing vertices must be added to the sections in the spline editing mode at the vertex level. The latter can be done both manually, putting down the vertices using the button Refine(Specify), and with the help of the operation Divide(Divide), which allows you to add the specified number of vertices on the selected spline segment, splitting it into equal parts.

Deleting sections

To delete a section incorrectly inserted into a loft object, select it in the loft object editing mode. By activating the Modify panel, set the section editing mode ( shape), select the section to be deleted in one of the projection windows and click the button Delete(Fig. 20) in a scroll Shape Commands or press the key Del.

Replacing a section in a loft object

At the button GetShape(Enter shape) there are two functions: it is responsible for adding a section to a loft object and it helps to replace one section with another in an already created object. Let's test this operation on the previously created and saved base work object. Select it in the field Path GetShape(Specify shape) and replace the circle previously used as the last section of the path with the same star used at the beginning of the path. The loft object will immediately change (Fig. 21).

Please note that in order to move from section to section, it is not at all necessary to manually specify the path level corresponding to it in the field Path(Path) - two scroll buttons can be used Path Parameters(path options): NextShape(Next form) which is responsible for moving along the path forward to the level following form, and Previons Shape(Previous Form), which allows you to move to the level of the previous form.

You can change not only the section, but also the path itself, for which you need to select the loft object and click on the button Get Path(Pick Path) and specify a different spline as the new path. What happened when changing the path in the work object from a curvilinear spline to a spiral is shown in fig. 22.

Editing Path Splines and Sections at the Parametric Shape Level

This type of editing is possible only if the splines involved in the loft object have not been converted into an editable spline, and it implies changing the parametric characteristics of the path or section. For example, take our work object, select the star section, activate the panel Modify and reduce the number of vertices from 11 to 5 (Fig. 23). The loft object will immediately change (Fig. 24).

Changing Path Contours and Sections at the Subobject Level

As already mentioned, in order to be able to edit, you must first turn the splines from normal to editable. In our working example, this was not done, so we will have to create a new loft object, on which we will conduct our experiments. Therefore, first select the star section and convert it to an editable spline with the command Convert To=>Convert to Editable Spline(Convert to => Convert to Editable Spline), and then create a new spline in the usual way (Fig. 25). Select the star, switch to the vertex editing mode and change the shape of the spline in an arbitrary way, for example, by deleting some of the vertices (Fig. 26). As a result, the right loft object will immediately change (Fig. 27).

Twisting problem

An unpleasant moment when creating loft models with several sections is the twisting of the object from section to section if the first vertices of the sections are not on the same line. In some objects this may not be very noticeable, but if the number of vertices of different sections differs, then this can be very noticeable. For example, create a loft based on splines (Fig. 28), specifying a line as a path, and a circle, a square and a star as sections. Set the circle to 0, the square to 50, and the star to 100. The result of lofting is shown in fig. 29.

To eliminate twisting, it is necessary to align the first vertices of all sections included in the loft object (these vertices are marked with squares in the vertex editing mode). The essence of the alignment process is to set all the first vertices on one straight line. This can be done in two ways. You can iterate through all sections in the vertex editing mode and set the first vertices in them where necessary, each time selecting a vertex and clicking on the button Make First(Do it first). Obviously, this option is possible only if all sections of the loft-object were turned into editable splines before lofting. You can go the other way: select the loft object, switch to the modifier subobject editing mode loft at the section editing level ( shape, rice. 30) and click on the button Compare(Compare). This will open an empty Compare window, where you need to load all the necessary sections. To do this, click on the button Pick Shape(in the active stage it will be yellow) and sequentially select all sections in one of the projection windows (at the moment the mouse pointer hits the section, the appearance of the pointer changes to the “+” sign). As a result, the Compare window will look something like in Fig. 31. Using a tool Select and Rotate(Select and rotate) rotate each of the sections so that all the first vertices are on the same straight line (Fig. 32). This operation is performed in any of the projection windows, and the window Compare serves to control the position of the starting point of the rotated section. The result of aligning the first vertices will be the disappearance of the twist (Fig. 33).

Creating loft objects based on compound splines

As already noted, not only single, but also composite splines can act as sections, which significantly expands the possibilities of lofting modeling. At the same time, even the union of two elementary figures (for example, a square and a circle), depending on their location in relation to each other, allows you to generate the most different models- both hollow and representing the union of two volumetric bodies, which is achieved without the use of Boolean operations.

For example, create an arbitrary curve as a path, and a square and a circle as a section. In this case, the section splines must be converted into editable ones and combined into a compound spline using the button Attach(Connect; fig. 34). Loft and get the object shown in fig. 35. Select the section, switch to the spline editing mode at the level Spline and move the circle inside the square - the loft object will change and become hollow (Fig. 36). Then drag the circle outside the square - the loft object will be represented by two separate bodies (Fig. 37).

Creating loft objects based on open splines

Combinations of closed and open splines allow you to create a variety of surfaces with cuts and breaks. The open splines involved in them are often created on the basis of closed splines, in which the vertices at the break points are selected, and then the command is applied to them Break(break). It should be noted that in this kind of loft-objects, the coordination of the first vertices becomes even more greater value, since such surfaces are more prone to twisting.

As an example of the formation of the simplest object of this type, create a regular circle, convert it to an editable spline, select all four segments of the circle and add four additional vertices to each of them by clicking on the button Divide(Split) - fig. 38. Make a copy of the circle and break this spline in the one indicated in fig. 39 point by activating the button Break(Break) and clicking at the appropriate vertex. Copy the already broken spline and change the position of the boundary vertices - for example, as shown in Fig. 40. Reconcile the first vertices - in this case, the easiest way to do this manually is to assign the first vertex to the circle by clicking on the button Make First(Make first) and specify the desired vertex. Loft by first specifying the first spline from the left, then at path level 30 - the second, at level 50 - the third, 70 - the second and 100 - the first. A loft object with a gap is shown in fig. 41.

Now let's look at modeling a loft object using open splines, which at first glance seem to be closed. Create approximately such spline objects as shown in fig. 42. Please note that the two upper circles (large and small) belong to the first compound spline and will play the role of one section, and the lower ones will play the role of the second section. The line, as usual, will be used as the path. The corresponding circles will need to be combined into compound splines in edit mode Spline. Directly such compound splines cannot be specified as different sections of the same spline, since they have a different structure. However, we will use one tricky trick: in spline editing mode using the button Break(Break) we will break the first large circle at two opposite points (they are highlighted in Fig. 43), then we will perform a similar operation with respect to the lower compound spline. After that, select the line and create a loft object, specifying the bottom spline first, then the top spline at level 20, and the bottom spline again at level 60. As a result, we get an object (Fig. 44), which can later be turned into an ordinary mug.

Loft (Lofting), and then on the button GetShape(Specify shape) and select a hexagon as the section. The result is shown in fig. 46. ​​Save the object in a file, as we will return to it a little later.

Frame

Let's try to use loft modeling to create a frame. Activate the tool line and create a linear spline in the form of a closed polyline (Fig. 47). Convert the spline to editable using the command Convert To=>Convert to Editable Spline(Convert to => Convert to editable spline), switch to vertex editing mode and turn the vertices indicated in Fig. 48 vertices to smoothed by selecting them and selecting the type in the context menu Smooth(Smoothed). Create a second spline as a large rectangle, which in this case will play the role of a path. Select a rectangle and create a loft object based on it, specifying a curved contour as a section. The resulting frame is shown in fig. 49.

sharpened pencil

Let's try to change the loft model of the pencil created above so that it becomes sharpened. To do this, you will have to add additional sections at the necessary points on the path. First, create a small circle and add it to the end of the path - to do this, select the loft object, switch to its editing mode, in the field Path(Path) enter the number 100, click the button GetShape(Indicate the shape) and indicate the given circle (Fig. 50). In principle, the pointed end of the pencil looks quite acceptable, but the reduction in diameter should be made only at the very end of the pencil, and not along its entire length, so you will have to block the grinding with an additional section. The simplest thing is to specify as such a section the same polygon that was used to create the basic pencil model. Therefore, select the loft model, switch to its editing mode, in the field Path(Path) enter the number 75, click the button GetShape(Pick Shape) and pick a polygon. The resulting object now really looks like a pencil (Figure 51).

Flowing fabric

It is not difficult to depict a fabric falling in folds with the help of lofting. To do this, it is enough to create two sections in the form of curvilinear contours with a large number of nodes and set the lofting direction (Fig. 52). Then you should specify the top curve as the first section at level 0, and the second as the second section at level 100. The result will look good even without material overlay (Fig. 53).

screw

And now let's try to create a nut, and we will add new sections for a change not during editing, but immediately in the process of creating a model. Of course, in most cases it is not possible to limit oneself to simple splines as sections, so one will have to create more complex compound splines from them. In the case of a nut, the role of the section will be played by a spline, which includes a hexagon (as an outer boundary) and a circle (as an inner one). If we recall the thread of the nut, it turns out that the radius of the circle is a variable value that will take one or the other value.

First, build two separate splines: a polygon and a circle (Fig. 54), place the circle inside the polygon. On panel Modify adjust the radii of both splines: in our case, the radius of the polygon is 35, and the radius of the circle is 25. Select both objects, make a copy and place it side by side for convenience. Increase the radius of the copied circle by about two units. Turn the first group of polygon and circle into a compound spline - to do this, select the polygon, transfer it to an editable spline, go to edit mode Spline, click the button Attach(Append) and select a circle as the object to be added. Both objects will become constituent parts of the same spline, and now they can be used as a section. Perform a similar operation for the second group of objects. Draw a line that will be required as a path (Fig. 55).

Select the line, switch to lofting mode, click on the button GetShape(Specify Shape) and select the first compound object as the first section. As a result, a loft model of a nut without a thread will be created (Fig. 56). After that, immediately in the field Path(Path) in a scroll Path Parameters(Path Options) set to 13.5 - this is the path level for the second section. Specify the second compound object as the second section. Enter in the field Path(Path) value 25 and specify the first compound object, and so on. according to the table. Of course, with a different version of the nut thread, the law of alternating sections will be different. The nut obtained upon completion of the operation of connecting the sections is shown in fig. 57.

Path level

0 First compound object
13,3 Second compound object
25 First compound object
38,5 Second compound object
50 First compound object
63,5 Second compound object
75 First compound object
88,5 Second compound object
100 First compound object

Path level for nut sections

Fragment of a forged furniture handle

We have already said that 3D Studio MAX does not accept a path consisting of several splines. However, a large part of the models involves the formation of rather complex paths, which are more convenient to create based on several splines. Combining splines into a compound will not help here, because the program still does not allow you to specify such a spline as a path. You can get out of the situation if you turn a compound spline into a simple one by welding the vertices of individual splines at their junctions. Let's consider this using the example of creating a fragment of a hinged forged furniture handle.

Take as a basis the spiral created by the tool helix(Spiral), - from it we will model the path for lofting and a rhombus with four vertices as a section (Fig. 58). Create a copy of the helix, mirror it, and then position both helixes as desired. Turn one of the spirals into an editable spline, switch to vertex editing mode, click on the button Attach(Append) and select the second helix as the object to be added. As a result, although two separate spirals will turn into a composite object, they will still be separate splines, which is easy to verify by the presence of the first two vertices in the object (Fig. 59). Select the ones shown in Fig. 60 vertices and click on the button fuse(Get closer) to bring the vertices of two splines closer together. Then click on the button Weld(Merge) to merge two selected end vertices into one. Do not forget to set the desired parameter value beforehand. Weld Threshold(Merge Threshold), which specifies the distance at which matching vertices will be merged. Two spirals will become a single spline - this will be evidenced by a single starting point (Fig. 61). Next, change the spline as you wish, so that it resembles the figured contour of a hinged furniture handle; one of options such a circuit is shown in Fig. 62. This will be the path for lofting. Based on the given path and the previously prepared diamond section, create a loft object (Fig. 63).

Objective: Learning Basic Modeling Techniques 3D objects in 3D Studio Max using lofting.

Creating a clockwork winding shaft object

Step 1. Reload 3D Studio Max and and start a new scene file.

Step 2 Create in the viewport Thor(Top view) three section shapes (an 8-ray star, a circle and a square) and a straight line segment path shape, as shown in Figure 1.

Make the star and circle the same radius, and choose the size of the square so that it just fits into the circle. The easiest way is to build a square directly from the center of the circle, stretching it until it touches the circle. Select the path shape.
Figure 1. A line shape is selected to be used as a path.
Step 3 Click the button loft(Lofted) in a scroll object type(object type) command bar Create(Create) and then on the button GetShape(take the form). Go to any viewport and click on the star shape, which will serve as the first section of the created body. Immediately, a lofting body will be formed with a constant star-shaped section along the entire length of the path, as shown in Figure 2.

Figure 2. The base body of the loft is formed with a star-shaped section.
To be able to see the body shell in wireframe windows, you can expand the rollout Skin Parameters(Shell Options) and check the box Skin(Shell) section display(Display). However, it's best not to do this for now, so that the shell grid doesn't obscure the path line.

Step 4 Pay attention to the scroll Path Parameters(path parameters). It allows you to arrange different section shapes at different points along the path, providing the ability to form a body shell with a variable section. Specify the required position of the point on the path line, in which the section will be placed, using the counter Path(Path).

Default Switch Percentage(Percentage) specifies that the section spacing should be specified as a percentage of the path length. Install in counter Path(path) meaning 45 . The selected position for placing the section is marked on the path line with a marker in the form of a yellow cross. Move the cursor to the viewport and click on the star shape again (button Get shape(Take form) should still be active). The second star-shaped section will be immediately set at a distance 45% from the beginning of the track (Fig. 3).

Figure 3. A new section is set at a given distance from the start of the track.

Step 5 Continue setting up new sections by placing sections in the shape of a circle at a distance 50 and 80% from the beginning of the path, and sections in the form of a square - at a distance 85 and 100% from the beginning of the path, as shown in Figure 4. The result should be the object shown in Figure 5.

Figure 4. All six sections are placed at given points on the track.


Figure 5. The rendered object, formed by the lofting method, is shown for clarity from both ends.

Forms Rectangle and Ellipse (Ellipse) are similar in the way they are created. In order to construct a rectangle (or ellipse), you need to do the following:

1. Panel Create click on the button of the corresponding form, and a scroll of its parameters will open (Fig. 7.11).

2. In the projection window Top (Top) stretch from edge to edge fou up the right sizes(Fig. 7.12).

Rice. 7.11. Rectangle and Ellipse Options Scrolls

Rice. 7.12. Rectangle, Ellipse, and Rounded Rectangle

Note. The corners of a rectangle can be made rounded. To do this, you need to enter the appropriate parameter value. Corner Radius (Rounding radius), which is located in the Rectangle Options rollout. With a value of 12 for this parameter, the sides are completely rounded, and with a further increase in the value, the rectangle turns into another shape.

If you hold down the key while creating the form ctrl, its length and width will be the same (i.e. the rectangle will be a square, and the ellipse will be a circle).

Source: Kharkovsky, Alexander Viktorovich, 3ds Max 2013. The best tutorial / A.V. Kharkov. - ed. 4th, add. and reworked. - Moscow: Astrel, 2013. - 480 p. - (Training course).

You learned how and why you need to convert the model to an editable polygon and understood how to select each sub-object. In this lesson, you will learn more about the tools that allow you to work with vertices, edges, and polygons. You'll learn how to create new edges and polygons and take a detailed look at all the Editable Poly tools. Well, let's get started!

For example, create a primitiveBox of any size. Optionslength,Width andHeight set to 3:


Now it remains to convert the model to an editable polygon. (Click right click click on the object and in the list that opens, selectConvertTo :-Editablepoly). This completes the preparatory part and you can proceed to the study of tools.

Working with Vertices

First things first about the Selection tab click on the Vertex button (hotkey 1) to start working with model vertices:

After that, you will see blue dots on the model, these are nothing but vertices.

Try to select any of the vertices and move it with the Move tool:

Notice how the faces have moved along with the vertex. Remember that faces that intersect each other are connected by vertices, and the movement of one vertex affects the movement of all adjacent faces.

To select multiple vertices, hold down the Ctrl key:

You have learned how to select and move vertices, now let's analyze the tools for editing vertices. All tools for working with vertices are conveniently divided into tabs, which we will now analyze. The Soft Selection tab is described in detail in the Editable Poly lesson, so we will immediately go to the Edit Vertices tab.

Edit Vertices tab


Remove - remove the selected vertex:

Pay attention to the fact that along with the vertex, the edges crossing it have also been removed. This important point, which you must consider when modeling.

Break - allows you to break adjacent faces that converge at the selected vertex, while adding one new vertex to each face. For example, select any vertex and press Break . It will seem to you that nothing happened, but it only seems. Select the Move tool and try to move the vertex in any direction:

Note that the vertex no longer moves the faces. Using the Break button, the vertex was broken into several separate vertices, forming a "hole" in the object.

Extrude - extrude a subordinate object. More commonly used for extruding polygons (See in this lesson). As an example, in the corner of the object, select the vertex and click on the icon, which is located to the right of the Extrude button:

Weld - merge vertices. is used to merge several vertices into one. For example, select two vertices and click on the icon to the right of the Weld button. In the field that appears, enter a value at which the vertices of two vertices will merge into one:

Chamfer — allows you to replace a vertex with a polygon, faces with new vertices:


- looks like a team Weld. When using Target Weld, you can select a vertex and drag it to another, thereby linking them into one:


add a new edge between between opposite vertices:


We figured out the tools of the Edit Vertices tab. Now let's take a look at the Edit Geometry tab.

Edit Geometry Tab

Create - adding a new vertex

Collapse - the command is similar to Weld and connects two vertices into one. It differs in that it can connect vertices at any distance without any numerical values.

Attach - this command works the same for all subordinate objects. Allows you to attach any new objects to this editable polygon. Attached objects will automatically turn into an editable polygon:

Slice Plane - cuts an object along a plane. By pressing the Slice Pline button, a yellow container will appear on the object, which indicates the location of the cut. This container can be moved and rotated using the transform tools. To create a cut, you need to click on the Slice button, which is located a little lower:

To reset the default values, click on the Reset Plane button. To exit the cut mode, press the Slice Pline button again.

QuickSlice - cuts an object, thereby adding new vertices, faces and polygons. Rarely used in modeling. For example, click on this button and create a cut:

Cut is a handy tool that allows you to add new edges anywhere:

Working with edges (faces)

Now switch to face editing mode (key 2 on the keyboard).

An edge is a line that connects vertices. As a rule, edges can be either open or closed. To select edges, it is convenient to use the Ring and Loop buttons, which are located in the Select tab:

Try to select any face and click on the Ring button, you will notice how all parallel edges are selected:

The Loop command selects edges lying in the same plane:

Just like vertices, you can select multiple edges. To do this, hold down the Ctrl key. Let's move on to exploring the edge editing tools.

Edit Edges Tab

Insert Vertex - creating new vertices on edges. If an edge is selected and this button is pressed, a vertex will be created in the center:

Remove remove selected edge:

Split - splits an edge into two parts by a vertex.

Extrude - extrude a face and then add polygons:

Weld - connects two edges.

Chamfer- adding bevels:



Bridge - if you select two edges and click on this button, they will be merged with a new polygon.

Connect - adds new edges. For example, select two parallel edges and click this button:

Edit Geometry Tab

Create - adding a new edge.

Collapse — connect selected edges:

MSmooth - adds new vertices, polygons, and edges to the object, while smoothing it. For example, select all the edges and apply this command:

Tessellate - same as MSmooth adds mesh density, but no smoothing:


Working with polygons

Edit Poligons Tab

Insert Vertex - add a vertex anywhere in the polygon:

extrude - allows you to extrude a polygon:


Bevel - extrudes the selected polygon and applies a bevel to it:

Outline - decrease and increase the selected polygon:


- creates another set of polygons inside the polygon, while connecting them with faces:


Flip — changes the direction of polygon normals.

In this part of the course lessons 3 DM ax for beginners, we will continue to get acquainted with the tools of this editor. In the lessonEditablePoly , you learned how and why you need to convert the model to an editable polygon and understood how to select each subordinate object. In this lesson, you will learn more about the tools that allow you to work with vertices, edges, and polygons. You will learn how to create new edges and polygons, and understand all the tools in detailEditablepoly. Well, let's get started!