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  Mastering 
 3D Studio MAX R3  | 
  
  
  
 
 
  
 
 
  
  
 Using Reference Images 
 Although we wont be using them for actual modeling in this chapter, 
 lets take a quick look at how to work with reference images. One 
 option is to create three planes and map each with an orthogonal reference 
 image in the diffuse channel. Another option is to put a different reference 
 image in the background of each viewport. Lets do the latter.  
  
 - 1.  Reset MAX. 
 
- 2.  Choose Views Ø 
 Viewport Background to bring up the dialog box in Figure 5.1. 
 
- 3.  Select Front in the Viewport drop-down list. 
 
- 4.  Click the Files button. 
 
- 5.  Choose \Maps\Backgrounds\House.jpg 
 and click Open. 
 
- 6.  Under Aspect Ratio, check Match Bitmap. 
 
- 7.  Check Display Background, Lock Zoom/Pan, and 
 Active Only. 
 
- 8.  Click OK to close the dialog box. Your front 
 viewport now has the house image in the background. You can zoom in 
 to the photo as necessary this way. 
 
- 9.  Repeat steps 3 through 8, loading reference images 
 into the top and left viewports for modeling. 
 
          
   
  
 FIGURE 
 5.1  The Viewport Background dialog box 
 Understanding Splines
 In Chapter 4, we used splines in different compound objects. Patch and 
 NURBS modeling are spline-based systems, so we need to discuss splines 
 in more depth.  
 The term spline originated in ship-building, where a piece of 
 wood would be shaped into a curve by distorting it with two pegs. Mathematicians 
 borrowed the word to describe curves in terms of mathematical functions. 
 In computer graphics, a spline is a curve defined by mathematical functions 
 rather than a straight line segment defined solely by its two vertices. 
 Bezier Splines 
 We have a mathematician named Pierre Bézier to thank for the math 
 behind patch surfaces as well as the splines created with the Shape tools 
 in MAX. Bezier splines are also fundamental to vector drawing programs 
 like Illustrator, FreeHand, and CorelDraw, as well as to the Pen tool 
 in Photoshop. You need to understand them if you are going to work with 
 computer graphics.  
 Editing a Bezier Spline 
 The vertices of an editable spline in MAX have four options for interpolating 
 the tangents of the curve between them: Smooth, Corner, Bezier, and Bezier 
 Corner. Lets look at what these do to a spline.  
  
 - 1.  Reset MAX. 
 
- 2.  Drag out a circle in the front viewport (Create 
 Ø Shapes Ø 
 Circle). 
 
   
  | 3. Go to the Modify tab, 
 click the Edit Stack button, and select Convert to Editable Spline 
 from the drop-down menu. 
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 - 4.  Click the Sub-Object button and stay at the Vertex 
 level. 
 
- 5.  In the front viewport, drag a marquee around 
 the whole circle to select all its vertices. You should see four vertices 
 with handles, as shown in Figure 5.2. These are the default Bezier tangents. 
 
  
  
 FIGURE 
 5.2  Vertices with Bezier handles 
 - 6.  Select just the top vertex and move one of its 
 handles. Notice that the handles on either side of the vertex are dependent, 
 and therefore always move together. 
 
- 7.  Right-click the vertex on the right side of the 
 circle. In the shortcut menu you will see the four vertex options, with 
 Bezier checked. Select Smooth from the menu. The handles disappear, 
 and you have a smooth curve through the point determined entirely by 
 MAX. 
 
  
 - 8.  Right-click the vertex on the bottom of the circle 
 and choose Corner from the shortcut menu. This changes the tangents 
 to straight lines coming in and out of the point. 
 
- 9.  Right-click the vertex on the left side of the 
 circle and choose Bezier Corner from the shortcut menu. This gives you 
 handles that look exactly like those we saw with Bezier. 
 
- 10.  Move one of the tangent handles. This time the 
 handles are independent, so you can shape the curve more precisely. 
 Your circle should look something like Figure 5.3 when you are finished. 
 
          
   
  
 FIGURE 
 5.3  Circle with tangents edited 
 Non-Uniform Rational B-Splines (NURBS) 
 B-spline is short for basis-spline, a mathematical concept including 
 Bezier splines and NURBS, the two types of splines available in MAX. A 
 rational B-spline is one that is defined mathematically as the ratio of 
 two polynomial functions. A non-uniform B-spline is one in which the influence 
 of a curvature can be varied. A non-uniform rational B-spline is 
 called NURBS for short. Fortunately for those of us who dont breathe 
 the rarefied air of higher mathematics, we never have to understand any 
 of the math to use NURBS. 
 
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  | 
  
  |  
   
  | NOTE Another 
 type of spline, called H-spline for hierarchical spline, 
 is available through a plug-in for MAX called Rodin from Digimation. 
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 With NURBS, the curve of a surface is shaped by control vertices (CVs) 
 that do not lie on the NURBS curve. (This is true even of point curves, 
 except in this case, the CVs are not accessible and points on the curve 
 are accessible, in order to provide an alternate interface for modeling. 
 Point curves and surfaces can be converted to their underlying CV form.) 
 Each CV has a weight which determines the extent of its influence over 
 the curve.  
 Shaping a NURBS Curve 
 Lets look at how CVs shape a NURBS curve.  
  
 - 1.  Reset MAX. 
 
- 2.  Choose Create Ø 
 Shapes Ø NURBS Curves. 
 
- 3.  Click the CV Curve button. 
 
- 4.  In the front viewport, click once to create one 
 endpoint, click in another place to create a CV, click in a third place 
 to create the other endpoint, and then right-click to end the curve. 
 Your curve should look something like Figure 5.4. 
 
  
  
 FIGURE 
 5.4  NURBS curve with control vertex 
 - 5.  Go to the Modify tab and click the Sub-Object 
 button to get back to the Curve CV level. 
 
- 6.  Select the CV that is shaping the middle of the 
 curve. 
 
- 7.  In the CV section of the Modify tab, change the 
 weight to 5. Notice how the CV pulls the curve towards itself more strongly, 
 as in Figure 5.5. 
 
  
  
 FIGURE 
 5.5  The weight of the CV has been increased 
 here. 
 - 8.  Refine the curve with another CV by clicking 
 the Refine button and clicking the curve. Click the Refine button again 
 to turn it off. 
 
- 9.  Move the new CV around to change the shape of 
 the curve, as in Figure 5.6. Notice that if you move it so it is coincident 
 with the first CV, you get a sharp edge. 
 
          
 
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  | 
  
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  | TIP Making two 
 or three CVs coincident gives you sharper edges in NURBS. 
  |   
   
  
 FIGURE 
 5.6  Shaping the NURBS curve with a new CV 
 Modeling with Patches
 A Bezier patch is a surface defined by vertices and the tangents of the 
 edges between the vertices. A patch can have either three sides (Tri patches) 
 or four sides (Quad patches). Quad patches tend to be preferred when modeling 
 smooth surfaces, except when a Tri patch is necessary (to fill a hole 
 in a model) or when it is helpful for modeling a particular detail. The 
 vertices of patches can be coplanar (giving you Bezier handles that move 
 together across the vertex) or corner (with independent handles).  
 MAX gives you several ways to model in patches. The traditional way is 
 to start with a patch, subdivide it, add patches, and adjust their curvature. 
 In MAX, primitives, meshes, and loft objects can also be converted to 
 patches and then edited in patch form. Patch modeling has recently enjoyed 
 a rennaisance with MAX users due to the addition of MAX Surface Tools 
 as an additional method of modeling in patches. 
 Building and 
 Editing Patch Surfaces
 The old method of working with patches has been called knitting 
 a house. The advantage of learning this way of modeling is that 
 it applies to most 3D applications, so you will be able to transfer your 
 skills easily to a job that requires you to model in patches in a different 
 program. The disadvantage is it requires a great deal of patience and 
 practice, but thats true of most things in 3D.  
 Creating Patches 
 Lets start by creating a patch and subdividing it.  
  
 - 1.  Reset MAX. 
 
- 2.  Select Patch Grids from the Create drop-down 
 menu (Create Ø Geometry Ø 
 Patch Grids). 
 
- 3.  Click the Quad Patch button and drag out a patch 
 in the top viewport. 
 
- 4.  Go to Modify Ø 
 Edit Stack and choose Convert to Editable Patch from the drop-down menu. 
 
     
   
 
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  |  
   
  | NOTE You can 
 also use the Edit Patch modifier, analogous to the Edit Mesh modifier 
 for meshes. 
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  | 5. In the Selection 
 rollout, click the Patch Sub-Object button and then select the patch 
 object in the viewport. You can see that the whole object is selected; 
 we have a single patch. 
  |   
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  | 6. Under the Geometry section of the Modify tab, click the 
 Subdivide button. Now select the patch object again. Only a quarter 
 of the object is selected; there are now four patches. 
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  | TIP You can 
 subdivide patches at the Patch or Edge sub-object levels. Checking 
 Propagate when subdividing propagates the subdivision through adjoining 
 patches, all the way through the model. The only time you would not 
 check Propagate is when you want to make a hole in your 
 surface. If you have two patch edges adjacent to a single patch edge, 
 the surfaces are discontinuous. You can then move the extra vertex 
 of the side with two edges, shaping a hole in the surface of the object. 
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 © 2000, Frol (selection, 
 edition, publication) 
 
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