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Using Surface Tools3D modeling methods, like most things, have seasons of popularity. One year NURBS modeling is all the rage, the next NURBS are out and subdivision surface modeling is in. Methods go in and out of fashion, make comebacks, and so forth. Currently MAX Surface Tools is enjoying its season in the sun, and with good reason. Surface Tools allow you to model in patches by building a spline cage and applying a Surface modifier that creates a patch surface over the cage. The beautiful thing about Surface Tools is that it is relatively easy to make detailed edits to the spline cage that would be difficult to add to an established patch model. Understanding a Spline Cage To understand how to work with Surface Tools, we need to think about splines some more. Weve seen the similarities between Bezier splines and Bezier patch surfaces. The vertices and tangents are very similar and are based on the same math. It makes sense, then, that you could draw an armature out of splines to define a patch surface. Unfortunately, MAX does not allow branching splinessplines that have more than two edges meeting at a single vertexso a welded armature is impossible. How, then, do we build a spline cage? How the Surface Modifier Works Peter Watje, who designed Surface Tools, wrote the Surface modifier to look at a single object with different spline sub-objects and, if the spline vertices are coincident or within a specified threshold, to create a patch surface with vertices corresponding to the meeting places of the splines. If a section of the spline cage has three sides, a Tri patch is created; if a section has four sides, a Quad patch is created; and if a section has more than four sides, there is a hole in the patch surface. How the CrossSection Modifier Works The other modifier that makes up Surface Tools is the CrossSection modifier. Cross-Section helps you build parts of your spline cage by taking splines and building a cage of splines around them, with the initial spline as cross sections. Its easier to see than to describe in words, so lets look at it.
Surfacing a Spline Cage We just created a simple spline cage, so lets take a minute to see what its made of.
Good Habits for Working with Surface Tools Working with Surface Tools takes some getting used to. Youll pick up the habits that are most useful for Surface Tools one way or another; why not try these from the start rather than learning through painful experience? Make a Modifier Set On the Modifier Tab, configure a button set of the modifiers you will use for Surface Tools modeling: CrossSection, Surface, Relax, and perhaps any other modifiers appropriate to your plans for the model as well. This way you dont have to keep going through the More list all the time.
Surface a Reference Copy To see what result youre getting in your surface, make a reference copy of your spline cage (Shift-move and check Reference in the dialog box) and apply a Surface modifier to the reference. Some people like to model half the model as a spline cage, mirror it as a reference, and apply Surface to that, so the changes in the spline cage are seen in the other side of the model. (This is not a good option if you have any problems telling your left from your right.) Some people like to keep the reference surface in the same place as the cage (Edit Ø Clone, check Reference, and apply Surface). In this case, you may want to view your reference surface in see-through mode by pressing Alt+X while it is selected. Turn Weld Threshold to Zero As mentioned earlier, you dont want to weld your vertices all the time. If you have any weld threshold set at the Vertex sub-object level, you will get an annoying screen every time you move vertices together or create a line, asking you if you want to weld coincident endpoints. If you get this, click No. To avoid getting this message all the time, turn the weld threshold to zero until you actually want to weld.
Marquee-Select Vertices While marquee-select is not entirely necessary with the Area Selection feature in MAX R3, it is a good habit to marquee-select vertices when you move them, in order to get all the coincident vertices. It also helps to remind you of what youre in fact dealing with: coincident vertices of several splines, rather than the welded point of an armature. Turn Off Axis Constraints When you are moving vertices around, you dont want the snap settings to be using the axis constraints. Right-click the 3D Snap button and uncheck Use Axis Constraints on the Options tab. Know When to Use Vertex Snap When building your spline cage, you will sometimes want to draw a new line starting and ending at two existing vertices or to move a vertex to be coincident with another vertex. In this case you want 3D Snap ON and the snap settings to be set to Vertex. (Right-click the 3D Snap button, uncheck Gridpoints, and check Vertex.) At other times, you want to draw a new spline, or to move a vertex to a place other than another vertex. In this case you want 3D Snap OFF. Pressing S toggles between snaps on and snaps off.
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