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  Mastering 
 3D Studio MAX R3  | 
  
  
  
 
 
  
 
 
  
  
 Creating a Flipper 
 Weve built a large sea mammal with a powerful tail, but no means 
 of steering! Our narwhale needs a flipper. You could refine the cage to 
 create an area to extrude and then use the technique of detaching 
 splines and applying CrossSection, described earlier in this chapter. 
 We are going to continue to use the technique of drawing profile splines 
 and connecting them with new lines.  
   
  
 FIGURE 
 5.25  The shaped spline cage 
 
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  | NOTE If you 
 want to start from here, you can open the file ST_narwhale_4.max 
 on the CD. 
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 - 1.  With 3D Snap off, create a line in the top viewport 
 that looks like the one in the next illustration. 
 
- 2.  Go to the Spline sub-object level, select the 
 new spline, and position it in the front viewport so it is in the lower 
 third of the narwhales body. 
 
- 3.  Marquee-select the four vertices in the middle 
 of the narwhales body and move them down to where the top of the 
 flipper will be. 
 
- 4.  Zoom in and rotate so you can see the vertices 
 that you just moved. Fuse each set with the corresponding vertex at 
 the top of the flipper. 
 
- 5.  At the Spline sub-object level, select the flipper 
 spline and shift-drag it downwards to become the bottom of the flipper. 
 
- 6.  Switch to the Vertex sub-object level and refine 
 the splines of the side of the narwhale where the bottom of the flipper 
 will attach, as in Figure 5.26. (Weve lost part of our surface 
 because we now have more than four sides. We will fix this later.) 
 
- 7.  In the left viewport, move the vertices of the 
 end of the flipper down. 
 
- 8.  Fuse the vertices of the tip of the flipper. 
 
- 9.  Rotating your view and zooming in, create three 
 new lines (shown in Figure 5.27) to complete your surface. (You may 
 have to return to the object level and check or uncheck Flip Normals 
 on the reference surface to see it.) 
 
- 10.  Moving the Bezier handles in the different views, 
 shape your surface to fit the narwhale. 
 
  
  
 FIGURE 
 5.26  Refine the narwhales side where 
 the flipper will attach. 
   
  
 FIGURE 
 5.27  Well use these new lines in the 
 spline cage to complete the surface of the reference copy. 
            
 
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  | NOTE If you 
 want to start from here, you can open the file ST_narwhale_5.max 
 on the CD. 
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 - 11.  Using the Bezier handles around the snout, round 
 out the mound where the horn will go. 
 
- 12.  Leave the Sub-Object level and then select the 
 narwhale surface. Apply a Relax modifier; set the Relax Value to 1.0. 
 Your flipper and tail may have shrunk a little from the smoothing. 
 
- 13.  Go back to the Vertex sub-object level of the 
 spline cage, marquee-select the vertices of the end of the flipper, 
 and stretch them further out, watching the change on your reference 
 copy. Then do the same with the tail vertices. 
 
    
 Were not making a very detailed model in this exercise. If you 
 want to add eyes and a mouth, keep adding splines and vertices to get 
 the level of detail you want, creating new lines to connect the cage into 
 three- or four-sided shapes, and then shaping those splines as well.  
 Mirroring to Create the Other Half 
 Now were ready to mirror our half-narwhale and make a whole one. 
  
 
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  | NOTE If you 
 want to start from here, you can open the file ST_narwhale_6.max 
 on the CD. 
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 - 1.  Move the narwhale surface out of the way and 
 select the spline cage. Click the Mirror tool. Check the Y axis and 
 Copy, as in Figure 5.28. 
 
  
  
 FIGURE 
 5.28  Mirroring half of the model 
 - 2.  Select your original spline cage and click the 
 Attach button. Click your new half. Your reference surface should also 
 be a whole narwhale now. 
 
- 3.  Select the spline cage, go to the Vertex sub-object 
 level, zoom in to the top viewport, and select the vertices across the 
 middle of the narwhale. 
 
- 4.  Turn the weld threshold up to 0.5 and click the 
 Weld button. Your surface should be whole. If splines have moved around 
 and you have lost your surface, Undo and weld with a lower weld threshold. 
 
- 5.  Hide the spline cage. 
 
- 6.  Create a cone for the narwhales horn, giving 
 it 15 height segments and 50 side segments. Apply a Twist modifier to 
 it, and turn the angle of the twist up to about 1400. 
 
- 7.  Position the horn on the narwhale surface. (If 
 you can see the horn through your model, you need to flip normals on 
 the Surface modifier again.) Congratulations! The finished narwhale 
 is shown in Figure 5.29. A finished version of the project is on the 
 CD as ST_narwhale_7.max. 
 
        
   
  
 FIGURE 
 5.29  The finished narwhale 
 Modeling with NURBS
 Weve already looked at NURBS curves, which are the basis of NURBS 
 surfaces and models. As with splines in our spline cage, NURBS curves 
 and surfaces can be sub-objects of an overall NURBS model. In the case 
 of NURBS models, you get used to using NURBS curves to generate new NURBS 
 surfaces, NURBS surfaces to generate the new curves you need, and so forth. 
  
 Understanding 
 NURBS
 As mentioned earlier, point curves and surfaces in MAX are 
 actually control vertex (CV) curves and surfaces with an alternate interface. 
 For the purposes of these exercises, we will stick to CV curves and surfaces. 
  
 NURBS curve and surface sub-objects can be independent or they can be 
 dependent on another NURBS sub-object for their definition. For instance, 
 a Blend is defined by connecting two other sub-objects. If you change 
 the sub-objects on which it depends, the blend sub-object changes to compensate. 
 This change can also be animated, although it requires a lot of computer 
 horsepower. 
 As with patches, NURBS allow you to set different tessellation for use 
 in the viewport than for rendering. In the Surface Approximation rollout 
 of the Modify tab of a NURBS surface (object level), you can set the tessellation 
 settings for the viewport and renderer. 
 
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  | TIP Unlike most 
 radio buttons, you are not given a single choice (between viewport 
 settings or renderer settings). You choose the Viewport radio button, 
 choose your viewport settings, then choose the Renderer radio button, 
 and choose your rendering settings. 
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 Working with 
 the NURBS Toolbox
 
  
   
  | All the NURBS tools can be 
 accessed within the Modify tab of a NURBS surface or through the NURBS 
 toolbox. The toolbox, shown in Figure 5.30, can be brought up by clicking 
 the NURBS Creation Toolbox button. Table 5.1 describes the key commands 
 in the NURBS toolbox and their functions. 
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 FIGURE 
 5.30  The NURBS toolbox 
 
 Table 5.1: Key Sub-Object Commands 
 in the NURBS Creation Toolbox 
  
 | Tool 
  | Description 
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 | Create CV Curve 
  | Creates an independent CV curve 
 sub-object 
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 | Create Blend Curve 
  | Creates a smooth connecting curve dependent 
 on the curves it is blending 
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 | Create Offset Curve 
  | Creates a curve offset from its parent 
 curve 
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 | Create Mirror Curve 
  | Creates a curve that is the mirror image 
 of its parent curve 
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 | Create Surface-Surface Intersection Curve 
  | Creates a curve that is the intersection 
 of its parents surfaces. 
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 | Create U Iso Curve 
  | Creates a curve that is the U isoparametric 
 line (see note following table) at the point clicked on the parents 
 surface 
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 | Create V Iso Curve 
  | Creates a curve that is the V isoparametric 
 line at the point clicked on the parents surface 
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 | Create Normal Projected Curve 
  | Creates a curve that is the projection 
 of a parent curve onto a parent surface along the parent surfaces 
 normals 
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 | Create CV Curve On Surface 
  | Allows you to draw a CV curve dependent 
 upon a parent surface on which you draw it 
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 | Create CV Surface 
  | Create an independent CV surface 
 sub-object 
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 | Create Blend Surface 
  | Creates a surface smoothly connecting 
 and blending the curvatures of two parent surfaces 
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 | Create Offset Surface 
  | Creates a surface offset from the parent 
 surface along the parent surfaces normals 
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 | Create Mirror Surface 
  | Creates a surface that is the mirror image 
 of the parent surface along a specified axis 
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 | Create Extrude Surface 
  | Creates an extruded surface of a parent 
 curve along the axis of its gizmo 
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 | Create Lathe Surface 
  | Creates a lathed surface of a parent curve 
 along the axis of its gizmo 
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 | Create U Loft Surface 
  | Creates a surface between parent curves 
 that define its U isoparametric lines 
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 | Create UV Loft Surface 
  | Creates a surface between parent curves, 
 like a U Loft, except it allows some V lines as well. The ends of 
 the V curves should lie on the bounding U curves. 
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 | Create 2-Rail Sweep 
  | Creates a surface by sweeping one parent 
 curve along two other parent curves that act as rails 
 for the sweep 
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 | Create Multisided Blend Surface 
  | Creates a surface blending three or four 
 parent surfaces 
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 © 2000, Frol (selection, 
 edition, publication) 
 
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