|   | 
 
 
  
 |   | 
  Mastering 
 3D Studio MAX R3  | 
  
  
  
 
 
  
 
 
  
  
 Shaping Patches 
 Adjusting patches to shape them is very similar to shaping Bezier splines, 
 as we did earlier in the chapter.  
 
  
   
  | 1. Click the Vertex 
 Sub-Object button and select the vertex in the center of the four 
 patches. 
  |   
   
  
 - 2.  In the front viewport, move the vertex upwards 
 to form a hill. 
 
- 3.  Move one of the Bezier handles on the vertex. 
 Notice that the default is the Corner type, like the Bezier Corner tangents 
 we used with splines. 
 
- 4.  Right-click the vertex and choose Coplanar from 
 the shortcut menu. 
 
- 5.  Move one of the handles again. This time the 
 handles are dependent. 
 
     
 
 |  
  | 
  
  |  
   
  | TIP Coplanar 
 tangents make it easier to create a smoothly continuous curve; Corner 
 tangents make it easier to create a precise change in curvature. 
  |   
 Taking Advantage of Patch Surface Options 
 Lets take a look at the beauty of working in patches.  
  
 - 1.  In the Modifier Stack rollout, click the Sub-Object 
 button to get out of the Sub-Object level. 
 
- 2.  Scroll down to the Surface section of the Modify 
 tab. Notice that there are separate settings for View Steps and Render 
 Steps. 
 
- 3.  Right-click the label of the perspective viewport 
 and choose Edged Faces from the shortcut menu. This shows us the effect 
 of surface steps. 
 
 |  
  | 
  
  |  
   
  | TIP Edged 
 Faces displays patch steps and polygons in viewports set to Smooth+Highlight. 
  |   
 - 4.  Change View Steps to 15. Increasing the steps 
 makes the patch surface much smoother, as can be seen in the before 
 and after shots in Figure 5.7. The power of the two settings is that 
 you can model with low steps in the viewport to keep your speed fast, 
 render trials with slightly higher steps, and use high steps for the 
 final render to get very smooth curves. 
 
- 5.  Change the View Steps to 5 and the Render Steps 
 to 12. 
 
- 6.  Uncheck Show Interior Edges to show just the 
 edges of the patches. 
 
       
   
  
 FIGURE 
 5.7  Top, a patch surface with 5 steps; bottom, 
 15 steps 
 Adding New Patches 
 To continue to build in patches, you need to add patches at the edge 
 level.  
 
  
   
  | 1. Click the Edge Sub-Object 
 button. 
  |   
   
  
 - 2.  Select an outer edge of one of the patches. 
 
- 3.  Click the Add Quad button in the Geometry rollout. 
 MAX adds a new four-sided patch to that edge. 
 
   
 Attaching and Welding Patch Surfaces 
 As with mesh, spline and NURBS objects, you can attach separate patches 
 as sub-objects of one object. You can then sew the pieces 
 together by welding vertices.  
  
 - 1.  Click the Sub-Object button to get out of the 
 sub-object level. 
 
- 2.  In the top viewport, create another patch grid 
 near the newly added patch, as in Figure 5.8. 
 
  
  
 FIGURE 
 5.8  Create a new patch. 
 - 3.  Using one of the select tools, select the first 
 patch object. 
 
- 4.  Go to the Modify tab and click the Attach button 
 in the Geometry rollout. 
 
- 5.  Click the newly created patch. The new patch 
 changes color to match the first patch and is now part of the same object. 
 
- 6.  Click the Attach button again to turn it off. 
 
- 7.  Click the Vertex Sub-Object button. 
 
- 8.  In the top viewport, marquee-select the 2 vertices 
 near the edge. 
 
  
 - 9.  Turn the weld threshold spinner (next to the 
 Weld button in the Geometry rollout) up to about 30 and click the Weld 
 button. The 2 vertices should weld into one, connecting the surfaces 
 at one point. 
 
- 10.  Select the other 2 adjacent vertices and click 
 Weld again. You should now have one smoothly continuous patch surface, 
 as in Figure 5.9, which can of course be further shaped by the methods 
 covered earlier. 
 
           
   
  
 FIGURE 
 5.9  Newly welded patches 
 Using Interior Vertices 
 The default Bezier handles control the curvature of the vertices on the 
 corners of the patch. Additional control of the curvature is available 
 through interior vertices. You can access these by choosing Manual 
 Interior from the right-click shortcut menu on the Patch level, and then 
 going to the Vertex sub-object level. Yellow squares appear that allow 
 you to change the curvature of the interior of the patch. 
 Converting 
 a Loft Object to Patches
 Another way of patch modeling is to get part of the way there through 
 the techniques of mesh modeling weve already covered, convert to 
 patches, and continue to edit using the patch modeling methods above. 
 All the mesh primitives can be converted to patches and, in an especially 
 useful feature, loft objects can also be converted to patches.  
 Shaping a Loft Using Scale Deformation 
 First we need to create a loft object to convert to patches.  
  
 - 1.  Reset MAX. 
 
- 2.  Create a small circle in the left viewport (radius 
 about 20). 
 
- 3.  Create a line across the top viewport, clicking 
 once on the left, once on the right, and then right-clicking to complete. 
 
- 4.  With the line selected, make a loft object (Create 
 Ø Geometry Ø 
 Compound Objects Ø Loft). 
 
- 5.  Click Get Shape and then select the circle. 
 
- 6.  Select your loft object and go to the Modify 
 tab, scrolling down to open the Deformations rollout at the bottom. 
 Click the Scale Deformation button. This brings up the dialog box seen 
 in Figure 5.10. 
 
       
   
  
 FIGURE 
 5.10  The Scale Deformation dialog box 
 
  
   
  | 7. Click the Insert 
 Corner Point button and click three places between the endpoints of 
 the line in the dialog box. 
  |   
   
  | 8. Click the Move Control 
 Point button to move the first point down. Notice that the loft is 
 scaled proportionally as you do this. 
  |   
  
 - 9.  Marquee-select the second and third points (of 
 five total points) and right-click one of them. Choose Bezier Smooth 
 from the shortcut menu. 
 
- 10.  Right-click the fourth point and choose Bezier 
 Corner from the shortcut menu. 
 
- 11.  Using the Move Control Point tool to move the 
 points and the handles, create a graph that looks about like Figure 
 5.11. 
 
- 12.  Close the Scale Deformation dialog box. 
 
     
 Converting to Patches 
 When converting a mesh to patches, MAX assigns patches based on the number 
 of faces of the mesh. To use patches efficiently, we want as few vertices 
 as possible. Lets optimize the loft before converting it to patches. 
  
  
 - 1.  With the loft still selected, open up the Skin 
 Parameters section of the Modify tab. 
 
- 2.  Change the Shape Steps and the Path Steps to 
 2. This reduces complexity of the loft a great deal. 
 
   
   
  
 FIGURE 
 5.11  Create a scale deformation like this one. 
 
 |  
  | 
  
  |  
   
  | NOTE You can 
 output a loft object directly to patches by checking Patch instead 
 of Mesh under Output in the Surface Parameters rollout of the loft. 
 The only problem with this is that it gives you no control over the 
 number of patches you get. By adjusting our shape and path steps, 
 outputting to mesh, and then applying an Edit Patch, we get fairly 
 precise control over the subdivision of the resulting patch object. 
  |   
  
 - 3.  Apply an Edit Patch modifier to the loft. Since 
 we are only using this as a starting point, it doesnt matter if 
 our model is distorted at this point. 
 
- 4.  Click the Vertex Sub-Object button. 
 
- 5.  Now you can move around the vertices and their 
 tangents to shape the object however you like. 
 
- 6.  To smooth things out when you are done, apply 
 a Relax modifier, and set the Relax Value to 1. 
 
     
 
 |  
  | 
  
  |  
   
  | NOTE A simple 
 example of this exercise is available on the CD as loft_patch.max. 
  |   
  
  
 
 
 
  
 © 2000, Frol (selection, 
 edition, publication) 
 
  | 
  |