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  Mastering 
 3D Studio MAX R3  | 
  
  
  
 
 
  
 
 
  
  
 Setting Up for Surface Tools Work 
 Now we will make our reference copy so that we can apply a surface and 
 see whats happening with our model as we work. Since we are only 
 going to create half the model and then mirror it, well delete the 
 unnecessary segments first. Well also check that our viewport settings 
 are optimal for working in Surface Tools.  
  
 - 1.  Select the spline cage, click the Edit Stack 
 button, choose Collapse All, click Yes and then OK. 
 
  
 
  
   
  | 2. Click the Segment 
 Sub-Object button. 
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 - 3.  Select all the segments on the top half of the 
 top viewport, as shown in Figure 5.20. 
 
  
  
 FIGURE 
 5.20  Select half the segments of the spline 
 cage for deletion. 
 - 4.  Delete these segments. When we are done modeling 
 half our narwhale, we will mirror it and weld the halves together. Click 
 the Sub-Object button to get out of sub-object mode. 
 
- 5.  Select the cage in the front viewport and Shift-drag 
 it upwards. Choose Reference from the dialog box. Move the reference 
 copy up in the top view so it does not obstruct your view of the original. 
 
- 6.  Apply a Surface modifier to the reference copy. 
 
- 7.  In the Modify tab of the Surface modifier, check 
 Remove Interior Patches. If you cant see the surface in the perspective 
 viewport (meaning the normals are pointing away from you when they should 
 be facing you), check Flip Normals as well. 
 
      
 
  
   
  | TIP Small changes 
 (fusing vertices, creating a new line) in the spline cage can result 
 in the surface being reversed. Try flipping normals if the surface 
 seems to be inside out or invisible. 
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 - 8.  Right-click the spline cage, select Properties, 
 and check Vertex Ticks. Make sure your 3D Snap settings are set to Vertex 
 and not Grid Points, and Use Axis Constraints is unchecked. Keep 3D 
 Snap off for now. 
 
- 9.  With the spline cage still selected, click the 
 Vertex sub-object button and turn the weld threshold to zero by right-clicking 
 the spinner next to Weld. 
 
   
 
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  | TIP You can 
 reset many spinners in MAX by right-clicking either of the spinner 
 arrows. (Usually, the spinner will be set to zero; sometimes the interface 
 designer has it reset to its default value.) Right-clicking while 
 youre dragging a spinner arrow sets it back to the last value. 
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 - 10.  Name your spline cage narwhale spline 
 cage and your surfaced reference narwhale surface. 
 
  
 Creating the Tail 
 Now your model should be a long, tapered body. You should have a surface 
 on one version of a model that references the spline cage version. Were 
 going to add the flukes of the tail by drawing a spline that describes 
 the shape of the tail (from the top) and then connect this spline to the 
 vertices of our spline cage with new lines. First, lets simplify 
 our view so that we can only see the very last cross-section of our spline 
 cage, where we are going to add the tail.  
 
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  |  
   
  | NOTE If you 
 want to start from here, you can open the file ST_narwhale_2.max 
 on the CD. 
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 - 1.  Select the spline cage, click the Vertex Sub-Object 
 button, select all the vertices to the right of the leftmost circle 
 (as shown in Figure 5.21), and then click Hide. 
 
  
  
 FIGURE 
 5.21  Hide these vertices. 
 - 2.  With 3D Snap off, click the Create Line button 
 and, in the top viewport, draw the spline shown in Figure 5.22. Since 
 weve hidden the rest of the model, you will only see the inset 
 area of the graphic in your viewport; the figure gives you a reminder 
 of what you are looking at in the model. 
 
  
  
 FIGURE 
 5.22  Spline to draw, superimposed on hidden 
 model 
 - 3.  Click the Spline Sub-Object button, select the 
 new spline in the front viewport, and move it down so the endpoint aligns 
 with the middle vertex of the end of the cross-section. 
 
  
 - 4.  Click the Vertex Sub-Object button, marquee-select 
 the connecting vertices, circled above, and click Fuse. 
 
- 5.  In the top viewport, right-click the new vertices 
 of the tail, choose Bezier Corner, and shape them as shown below. 
 
  
 - 6.  With 3D Snap on (set to Vertex Only), click the 
 Create Line button and connect the vertex at the top of the base of 
 the tail to the last vertex of our tail spline (Figure 5.23). Right-click 
 to end the line. Click the Create Line button again to turn it off. 
 You should see a new piece added to your reference surface, as shown 
 in Figure 5.23. If you dont, try Fusing the vertices you just 
 created. 
 
       
   
  
 FIGURE 
 5.23  The newly created line (left) and a new 
 piece of reference surface due to this line (right) 
 
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  |  
   
  | NOTE If you 
 cant see your surface, remember to try the ideas in the troubleshooting 
 section earlier in this chapter, such as adjusting the Surface threshold 
 on the reference surface. 
  |   
  
 - 7.  With 3D Snap off, select vertices, change their 
 tangency, and shape the new points in the tail. Remember to marquee-select 
 when moving a point. 
 
  
 
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  |  
   
  | TIP If you have 
 Area Selection checked and all your coincident vertices selected, 
 you can click the Cycle button to cycle through the coincident vertices 
 and shape the one you want. If Area Selection is unchecked, you will 
 cycle through all the vertices of the spline (including the hidden 
 vertices). 
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 - 8.  Go to the Spline sub-object level, select the 
 tail spline, and copy the spline by Shift-dragging it slightly downwards 
 in the front viewport. 
 
- 9.  Go to the Vertex sub-object level, click the 
 Refine button, and add a vertex to the back circle, near the end vertex 
 of the spline you just created. Click the Refine button again to turn 
 it off. 
 
- 10.  Select the vertex you just created and the nearby 
 end vertex and then click Fuse. 
 
- 11.  With 3D Snap on, create another line connecting 
 the vertex at the bottom of the base of the tail to the vertex at the 
 end of the tail; right-click to end the line. Turn off 3D Snap. 
 
- 12.  Select the two vertices at the tip of the fin 
 and click Fuse. Select the vertices at the very end of the narwhale 
 body and click Fuse. 
 
- 13.  Click Unhide All. 
 
       
 
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  |  
   
  | NOTE If you 
 want to start from here, you can open the file ST_narwhale_3.max 
 on the CD. 
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 - 14.  With 3D Snap on, zoom in and rotate your view 
 so you can create a line between the two vertices shown in Figure 5.24. 
 When you are done, turn off 3D Snap. You may need to fuse the vertices 
 afterward. If you still dont have your surface, go to the object 
 level, select your surface reference object, and check or uncheck Flip 
 Normals. 
 
- 15.  Change tangent types and maneuver vertices and 
 Bezier handles to shape the tail fin and round out the rest of the cage 
 as shown from two angles in Figure 5.25. You will need to roll your 
 view and zoom in and out as appropriate. When you want a smoother curve, 
 choose Smooth or Bezier tangent type; when you want a precise change 
 in curvature, choose Bezier Corner. 
 
   
   
  
 FIGURE 
 5.24  Create a line between these two vertices. 
 
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  | TIP Remember 
 to use the W key to maximize or minimize a viewport. 
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 © 2000, Frol (selection, 
 edition, publication) 
 
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