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Polygon Modeling

Switch over to the Modeling section, choose from upper left, status line.
modeling_module


Make sure the select by object type button is selected in the status line near the top for all examples.  sobject.jpg 



Draw a Mesh
poly_draw
Use Mesh Tools->Create Polygon Tool to draw a polygon
     Draw counter clockwise in most cases. This insures the shape is not inside-out.
     Hit Enter when you are done creating the shape



Bevel Plus a NURBS curve to make a poly beveled object

bevel_plus
Choose Create->Curve Tools->CV Curve Tool->option.jpg
     Click on Curve Degree 3 Cubic for rounded curves, use 1 Linear for straight curves.
     Draw the outer curve counter clockwise.
     Hit Enter button on the keyboard when you are finished.

Choose Curves->Open/Close Curves  to close

Add holes if you like, draw them clockwise.

Select outer curve first, then the inner curves if you want to bevel with holes.
Choose Surfaces->Bevel Plus->option.jpg
     Select Convex Out
          Extrude distance:  .5
          Create cap: At start and At end
     Under the Output Options tab
          Output geometry: Polygons
          Along Extrusion, Samples: 1

Adobe Illustrator curves can also be brought in to use with Bevel or other tools. (Save as an old Illustrator format such as 8.0)



Curve to Flat Polygon with Bevel Plus
bevelplus_flat_poly
Start with a NURBS curve. Create->Curve Tools->CV Curve Tool Make sure the curve is closed, or the first point is on top of the last point (use v point snap). You can also add holes with this procedure. This creates something similar to planar surface, the geometry is cleaner.

Select the curve(s), outer curve first
Choose Surfaces->Bevel Plus ->option.jpg

Under Bevel tab:
     Create bevel: Check At start, uncheck At end
     Bevel width: 0
     Bevel depth: 0
     Extrude distance: 0
     Create cap: Check At start, uncheck At end

Under Output Options tab:
     Output geometry: Polygons
     Tessellation method: Sampling

Under Sampling Controls:
     Along extrusion: Section
     Samples: 1
     Along curve: Span
     Samples: For Linear curve degree, input 1, for Cubic curve degree, input 3 or more
Click Bevel

Select the model and run Mesh->Cleanup...
     Select Lamina faces (faces sharing all edges)
          This will get rid of all double surfaces.



Extrude (poly)

poly_extrude
Choose select by component type   scomponent.jpg and make sure the faces button  verticon.gif   is pushed in; this will allow you to select faces. Select the top face by clicking on the little square in the middle of the face.

Select Edit Mesh->Extrude
Click the red box at the end of the red arrow of the extrude manipulator to change to scale mode. Select the box at the center of the manipulator and scale down the face a little.

Hit "g" to run Extrude again)
Click on the blue arrow and drag straight up

You may also use rotate to add extrusions.

Later try animating extrude for Game of Thrones title sequence effect. Any tool can be animated though construction history.



Use Extrude to make a Hollow Body or Offset Surface
3DP_01a_hollow
If you would would like a hollow body follow these instructions.

View wireframe mode, hit 4
Right mouse to select all the faces
Select Edit Mesh->Extrude.
     Select Keep Faces Together
Move the blue (z axis) extrude arrow to the desired thickness, not too thin.
Select your object
Select Mesh->Separate so the inside is a separate shape.
Make everything invisible except the inside shape
Use Mesh Display->Reverse to make it inside out, if you need to.
Use Mesh->Combine
to make them 1 polygon if you prefer.



Soft Selection
softselect
Double click the Move tool on the left to bring up the Tool Settings. mmove
Open the Soft Selection Section
Enable Soft Select:
Change to Select by Component Type scomponent
Select Poly Vertices
select_poly_verticies
Select a vertex and move it.
Play with the Falloff radius options.
Turn off Soft Select when you are done, Soft Select is also turned on in Rotate and Scale.
Switch back to select by object type near the top.  sobject.jpg 



Delete Face
poly_delete_face

Use the Right Mouse button over your polygon to bring up the mini menu to select Face
     Hit Delete
(This is a poly primitive Helix)



Delete Edge/Vertex
delete_edge_vertex
This is a great way to clear up extra polygons
(A vertex cannot be deleted individually if it is on the edge.)

Select the Edges
     Right mouse over an edge, select Edge fron the mini menu, double click the edge.
Use Edit Mesh->Delete Edge/Vertex



Split Polygon
poly_interactive_split
Select Mesh Tools->Multi-Cut Tool
Hold down Shift, click on an edge and drag down until the point snaps to 50% then release. Now click on the opposing edge and drag down until the point snaps to 50% then release. Hit enter.  This adds 2 vertices, an edge and a face.



Fill Hole
Use Mesh->Fill Hole to fill in most holes
poly_fill_hole



Insert Edge Loop
poly_edge_loop
Select Mesh Tools->Insert Edge Loop Tool
Click and drag to add new edges (polygons and vertices)



Append to Polygon
poly_append
Select Mesh Tools->Append to Polygon Tool
Select an edge to start
Look at the arrows, select the next edge following the arrows
Keep selecting edges until you are finished
Hit Enter



Bevel
poly_bevel
Select Edit Mesh->Bevel->option.jpg
This will add a bevel to an entire object or selected edges



Merge
Use Edit-Mesh->Merge->option.jpg     (Open the dialogue window.)
This will cleanup redundant vertices
Make sure you threshold tolerance is not too large, otherwise you will lose faces.
poly_merge



Add Divisions
Select Edit Mesh->Add Divisions->option.jpg
poly_add_divisions



Extract a Polygon into a separate shape
Right mouse over the shape, select Face, select the faces you want to separate
Choose Edit Mesh->Extract
poly_extract



Combine Polygons
Select all the polygon shapes you would like to combine.
Choose Mesh->Combine



Separate Polygons
Select a poly object
Choose Mesh->Separate



Use a Boolean Operation to add more divisions
poly_bend

poly_boolean
Create->Polygon Primitives->Cube
with extra divisions on the top surface.
Place the cube into an extruded poly shape, there should be overlaps.
Select the extruded shape, then select the cube.
Select Mesh->Booleans->Intersection


Use Deform->Nonlinear->Bend
Rotate the bend deformer to match the intended bend
Use the Channel Editor to modify the Curvature of the Bend



Display Poly Counts
Select Display->Heads Up Display->Poly Count

poly_count



Any NURBS Tool can be used to create Polygons
poly_loft
Switch over to the Modeling section, choose from upper left, status line.
Draw a couple NURBS curves, Create->Curve Tools->CV Curve Tool
Select Surfaces->Loft->option.jpg  
     Choose Polygons
     Choose Quads

     Choose Tessellation method: General
     Change U type to: Per span # of iso params
     Change V type to: Per span # of iso params
     Input Number U: 3   (If this is too jaggy, increase)
     Input Number V:  1
     Hit Apply


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