Page 459 - Kitab3DsMax
P. 459

Chapter 14: Using the Graphite Modeling Tools and Painting with Objects



                   Caution
                   If you attach an object that is smoothed using NURMS, the NURMS are lost when the object is attached. n
                           To use this feature, select the main object and click the Attach button. Move the mouse over the object to
                           be attached; the cursor changes over acceptable objects. Click the object to select it. Click the Attach button
                           again or right-click in the viewport to exit Attach mode.
                   Note
                   If the object that you click to attach already has a material applied that is different from the current Editable Poly
                   object, then a dialog box appears giving you options to Match Material IDs to Material, Match Material to
                   Material IDs, or Do Not Modify Material IDs or Material. Materials and Material IDs are discussed in more detail
                   in Chapter 15, “Using the Slate Material Editor.” n
                           Selecting the Attach From List option opens the Attach List dialog box (which looks just like the Select
                           Objects (H) dialog box) where you can select from a list of all the objects to attach. The list contains only
                           objects that you can attach.
                   Note
                   When you enter a subobject mode, the Attach List button changes to a Detach button for poly objects. n

                           Attaching objects is different from grouping objects because all attached objects act as a single object with
                           the same object color, name, and transforms. You can access individual attached objects using the Element
                           subobject mode.

                           Quadrify All
                           The Ribbon’s Geometry (All) panel also includes a Quadrify All tool in the pop-up section of the panel, for
                           converting triangles to quads. You have options to Quadrify All, Quadrify Selection, Select Edges from All, and
                           Select Edges from Selection. This is an awesome tool if you like to work with edge loops and edge rings.
                           Figure 14.12 shows a face model that has been built using triangular faces on the left. Using the Quadrify
                           All command, the face on the right is aligned to much neater rows and columns of four-sided polys. This
                           allows the edge loop features to be used.
                           MSmooth and Tessellate Within the Subdivision panel are buttons for smoothing and tessellating the object.
                           Both the MSmooth and Tessellate buttons include caddies, as shown in Figure 14.13. The MSmooth setting
                           for Smoothness rounds all the sharp edges of an object. Tessellation can be done using Edges or Faces, and
                           the Tension setting controls how tight the adjacent faces are.
                           The MSmooth button can be used to smooth the selected subobjects in the same way as the MeshSmooth
                           modifier. This button can be used several times. The Smoothness value determines which vertices are used
                           to smooth the object. The higher the value, the more vertices are included and the smoother the result. You
                           can also select that the smoothing is separated by Smoothing Groups or by Materials.
                           Tessellation is used to increase the density of the faces or edges. When modeling, you may want more
                           details in a select area. This is where the tessellation command comes in. Tessellation can be applied to
                           individual selected subobjects or to the entire object.
                           You can use the Tessellate button to increase the resolution of a mesh by splitting a face or polygon into
                           several faces or polygons. You have two options to do this: Edge and Face.




                                                                                                     411





                                                                                                         6/30/10   4:23 PM
           21_617779-ch14.indd   411                                                                     6/30/10   4:23 PM
           21_617779-ch14.indd   411
   454   455   456   457   458   459   460   461   462   463   464