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CHAPTER








                   Modeling with


                   Polygons and Patches













                          eshes (or, more specifically, polygon meshes) are perhaps the most
                          popular and the default model type for most 3D programs. You create   IN THIS CHAPTER
                   Mthem by placing polygonal faces next to one another so the edges are
                   joined. The polygons can then be smoothed from face to face during the render-  Creating Editable Poly objects
                   ing process. Using meshes, you can create almost any 3D object, including sim-  Working with the poly
                   ple primitives such as a cube or a realistic dinosaur.           subobject modes
                   Meshes have lots of advantages. They are common, intuitive to work with, and
                   supported by a large number of 3D software packages. In this chapter, you learn   Editing poly geometry
                   how to create and edit mesh and poly objects.                  Changing surface properties
                   A patch is a modeling type that uses curves to define the perimeter of the shape.   like NURMS
                   Patches are essentially polygon surfaces stretched along a closed spline.   Creating patch grids
                   Modifying the spline alters the surface of the patch.
                                                                                  Editing patches
                   In many ways, patches have advantages over the more common mesh objects.
                   They take less memory to store, are easier to edit at the edges, and are easy to   Working with patch subobjects
                   join to one another.


                   Understanding Poly Objects

                   Before continuing, you need to understand exactly what a Poly object is, how it
                   differs from a regular mesh object, and why it is the featured modeling type in
                   Max. To understand these issues, you’ll need a quick history lesson. Initially,
                   Max supported only mesh objects, and all mesh objects had to be broken down
                   into triangular faces. Subdividing the mesh into triangular faces ensured that all
                   faces in the mesh object were coplanar, which prevented any hiccups with the
                   rendering engine.
                   Over time, the rendering engines have been modified and upgraded to handle
                   polygons that weren’t subdivided (or whose subdivision was invisible to the
                   user), and doing such actually makes the model more efficient by eliminating all
                   the extra edges required to triangulate the mesh. Also, users can work with poly-
                   gon objects more easily than individual faces. To take advantage of these new
                   features, the Editable Poly object was added to Max.
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