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3ds Max 2011 Essential Training

Bridging parts of a mesh


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3ds Max 2011 Essential Training

with Aaron F. Ross

Video: Bridging parts of a mesh

Now that we have attached these two parts together, we are ready to Bridge them, so that there will be a single, seamless piece. So the first step to doing this is I need to delete the top of this cylindrical part and the bottom of this spherical part, so that I will have two open borders that are adjacent to one another. It's easy enough to do that by just going into Vertex Sub-Object mode and select the Center Vertex there and press Delete. So now I have got an open border on the bottom.
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  1. 3m 19s
    1. Welcome
      57s
    2. Prerequisites
      1m 18s
    3. Using the exercise files
      1m 4s
  2. 7m 33s
    1. Using the Custom UI and Defaults Switcher
      1m 35s
    2. Setting local file paths to relative
      1m 27s
    3. Using project folders
      4m 31s
  3. 36m 35s
    1. Getting familiar with the interface
      4m 5s
    2. Touring the command panels
      1m 44s
    3. Creating primitives
      3m 5s
    4. Navigating the viewports
      3m 57s
    5. Using hotkeys
      3m 18s
    6. Choosing shading modes
      3m 6s
    7. Configuring the viewports
      3m 29s
    8. Transforming objects
      4m 32s
    9. Using the toolbars
      3m 33s
    10. Using the Modify panel
      5m 46s
  4. 36m 11s
    1. Surveying different modeling methods
      5m 18s
    2. Setting units
      5m 8s
    3. Setting home grid dimensions
      3m 37s
    4. Understanding the Level of Detail utility
      3m 34s
    5. Working with the Modifier Stack
      3m 51s
    6. Understanding dependencies
      5m 9s
    7. Collapsing the Modifier Stack
      4m 53s
    8. Working with sub-objects
      4m 41s
  5. 18m 32s
    1. Creating shapes
      5m 17s
    2. Creating lines
      2m 56s
    3. Converting a shape to an editable spline
      2m 20s
    4. Transforming editable spline sub-objects
      4m 20s
    5. Using different types of vertices
      3m 39s
  6. 35m 30s
    1. Lofting a vase
      3m 59s
    2. Setting loft parameters
      3m 49s
    3. Editing the path and shapes
      5m 18s
    4. Manipulating loft sub-objects
      3m 55s
    5. Adding a scale deformation
      5m 47s
    6. Adding a shell modifier
      3m 50s
    7. Smoothing polygon edges
      8m 52s
  7. 26m 20s
    1. Setting up the project and scene layout
      2m 34s
    2. Creating a backdrop profile line
      1m 19s
    3. Using Editable Spline Fillet
      1m 24s
    4. Extruding shapes
      2m 36s
    5. Creating text
      1m 21s
    6. Applying a bevel modifier
      3m 57s
    7. Choosing bevel parameters
      2m 33s
    8. Using Display All Triangle Edges
      1m 56s
    9. Adjusting spline interpolation
      2m 22s
    10. Deforming beveled objects
      1m 17s
    11. Exporting paths from Adobe Illustrator
      2m 39s
    12. Importing Illustrator paths to 3ds Max
      2m 22s
  8. 55m 55s
    1. Setting up the scene
      2m 8s
    2. Creating chamfer boxes
      4m 44s
    3. Smoothing edges
      1m 16s
    4. Using the Array tool
      5m 31s
    5. Grouping objects
      10m 18s
    6. Modeling lines
      11m 17s
    7. Using the Sweep Modifier
      3m 0s
    8. Soft-selecting sub-objects with Volume Select
      5m 40s
    9. Removing polygons with Delete Mesh
      2m 37s
    10. Clearing a sub-object selection with Mesh Select
      3m 37s
    11. Adding randomness with the Noise Modifier
      5m 47s
  9. 33m 2s
    1. Understanding subdivision surfaces
      2m 46s
    2. Creating a box and converting to editable poly format
      3m 54s
    3. Using the Symmetry Modifier
      1m 44s
    4. Working with TurboSmooth
      3m 3s
    5. Extruding polygons
      1m 54s
    6. Editing edge loops
      8m 15s
    7. Shaping the model
      4m 57s
    8. Baking subdivisions
      3m 45s
    9. Optimizing polygon Level of Detail
      2m 44s
  10. 38m 45s
    1. Understanding the graphite tools within Editable Poly
      2m 40s
    2. Using the Graphite Ribbon interface
      3m 26s
    3. Using traditional editable poly tools within Graphite
      11m 30s
    4. Adjusting detail with Remove and Cut
      4m 44s
    5. Using SwitfLoop
      2m 46s
    6. Constraining sub-object transforms
      2m 23s
    7. Attaching polygon meshes to a single object
      5m 33s
    8. Bridging parts of a mesh
      5m 43s
  11. 25m 24s
    1. Understanding NURBS
      2m 35s
    2. Creating NURBS curves
      7m 27s
    3. Creating a U-loft surface
      5m 52s
    4. Editing curves and surfaces
      3m 9s
    5. Setting surface approximation
      6m 21s
  12. 1h 0m
    1. Using the Material Editor
      7m 8s
    2. Choosing a material type
      3m 3s
    3. Choosing a shader type
      2m 12s
    4. Adjusting specular parameters
      3m 6s
    5. Setting opacity
      3m 5s
    6. Understanding procedural Maps and bitmaps
      4m 11s
    7. Using bitmaps
      5m 21s
    8. Navigating shader trees
      2m 27s
    9. Tracking scene assets
      4m 40s
    10. Creating simple UVW mapping
      7m 52s
    11. Adding reflections with a Raytrace map
      4m 32s
    12. Creating an environment
      5m 27s
    13. Mapping a bump channel
      7m 13s
  13. 27m 4s
    1. Creating cameras
      4m 1s
    2. Understanding target and free cameras
      4m 39s
    3. Using Camera Pan, Truck, and Dolly
      4m 8s
    4. Adjusting the field of view
      4m 59s
    5. Understanding aspect ratio
      2m 6s
    6. Showing safe frames
      3m 12s
    7. Choosing render output size
      3m 59s
  14. 43m 36s
    1. Understanding CG lighting
      5m 56s
    2. Understanding standard and photometric lights
      1m 48s
    3. Creating a target spotlight
      2m 3s
    4. Enabling viewport hardware shading
      2m 10s
    5. Previewing renderings with ActiveShade
      3m 6s
    6. Adjusting intensity and color
      2m 27s
    7. Controlling contrast and highlights
      2m 52s
    8. Setting spotlight hotspot and falloff radius
      4m 59s
    9. Choosing a shadow type
      3m 56s
    10. Optimizing shadow maps
      5m 46s
    11. Using area shadows
      3m 57s
    12. Creating omni lights
      4m 36s
  15. 43m 33s
    1. Understanding keyframes
      1m 41s
    2. Setting time configuration
      3m 48s
    3. Choosing set key filters
      1m 27s
    4. Using Set Key mode
      2m 39s
    5. Editing keyframes in the Timeline
      2m 43s
    6. Using Auto Key mode
      5m 44s
    7. Creating animation in passes
      2m 40s
    8. Animating modifier parameters
      3m 53s
    9. Working in the dope sheet
      7m 47s
    10. Editing function curves
      5m 28s
    11. Looping animation
      5m 43s
  16. 43m 54s
    1. Understanding hierarchies
      3m 16s
    2. Understanding reference coordinate systems
      5m 51s
    3. Editing pivot points
      4m 40s
    4. Linking objects
      3m 20s
    5. Using the Schematic view
      1m 59s
    6. Preventing problems with scale
      7m 50s
    7. Animating a hierarchy
      10m 11s
    8. Fine-tuning the animation
      6m 47s
  17. 20m 53s
    1. Understanding controllers
      3m 55s
    2. Applying path constraints
      4m 55s
    3. Assigning a link constraint
      2m 27s
    4. Using the Motion panel
      2m 48s
    5. Animating constrained objects
      6m 48s
  18. 28m 29s
    1. Understanding particle systems
      2m 24s
    2. Emitting particles from an object with PArray
      2m 18s
    3. Adjusting particle parameters
      5m 33s
    4. Binding particles to a gravitational force
      2m 51s
    5. Colliding particles with a POmniFlector
      6m 4s
    6. Creating a particle material
      3m 23s
    7. Mapping opacity with a gradient
      2m 1s
    8. Assigning a material ID G-Buffer channel
      46s
    9. Creating a lens effect glow
      3m 9s
  19. 18m 50s
    1. Understanding image sequences
      5m 40s
    2. Setting render options
      7m 53s
    3. Compressing an image sequence to a movie
      5m 17s
  20. 27s
    1. Goodbye
      27s

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3ds Max 2011 Essential Training
10h 4m Beginner May 26, 2010

Viewers: in countries Watching now:

In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.

Topics include:
  • Getting familiar with the 3ds Max interface
  • Creating shapes and splines
  • Modeling Loft objects
  • Creating motion graphics
  • Modeling with polygons and subdivisions
  • Modeling with NURBS
  • Shading objects with materials and maps
  • Setting up camera and scene layout
  • Lighting basic scenes
  • Animating objects with keyframes
  • Editing keyframes in the Curve Editor
  • Constructing and animating hierarchies
  • Using animation Constraints
  • Animating particle systems
  • Rendering animations to disk
Subject:
3D + Animation
Software:
3ds Max
Author:
Aaron F. Ross

Bridging parts of a mesh

Now that we have attached these two parts together, we are ready to Bridge them, so that there will be a single, seamless piece. So the first step to doing this is I need to delete the top of this cylindrical part and the bottom of this spherical part, so that I will have two open borders that are adjacent to one another. It's easy enough to do that by just going into Vertex Sub-Object mode and select the Center Vertex there and press Delete. So now I have got an open border on the bottom.

I can go and select vertices here on the bottom of the sphere, but you will note that I still have Ignore Backfacing turned on. So if I select, then you will notice that I have only selected the vertices that were pointing towards me at that time. So I do want to turn Ignore Backfacing off, select those bottom vertices, and then press the Delete key on the keyboard to punch a hole in the model. So now I am in a good place. I have got two open borders that are adjacent to one another. Cool! So the Bridge Tool is going to work best in Border Sub-Object mode.

So I will go to Border Sub-Object mode. And a Border is an edge loop surrounding an open hole. So that's one border. I will Ctrl+Select the other border, and I am ready to do the Bridge. So Bridge is up here on my Graphite tools, and I do want to get the Bridge caddy open, so I can get at the options. So I hold down the Shift key when I click Bridge, and now I have got the caddy. And you can see, this is really nice and clean, because remember, I made sure that I had the same number of vertices and edges on the sphere as I did on the cylinder.

So it seals up nice and tight. I can increase the number of Segments, and even better, I can play with this Taper and Bias controls in order to get different shapes. So Taper and Bias kind of work together. Taper is the amount of Taper and then Bias is sort of the shape of that Taper effect. Really nice! And if you did have a problem with twisting, you could correct the twisting by using these Twist controls here.

But it's not an issue in this case, so I will just leave that at 0. I am really happy with this, so I am going to go ahead and execute it by clicking the check box, and now I have got a nice Bridge. But the last thing I need to do here is I want to adjust the Polygon Edged Smoothing. So if I hit F4, you will see that parts of the model are smooth and other parts are not, and I need to clean this up. So I can do this in Object mode.

I can exit Sub-Object mode by clicking the Border button, and now I am back in Object mode. I can select my object, and to make sure that it's selected, I can hit the J key to turn those selection brackets on. And you will see here I have got Edged Smoothing for the entire model here. So, for example, I could click on Smooth 30, and that's going to test the whole model, and anywhere that you have two polygons with an angle of less than 30 degrees, it will be smoothed. If there is an angle of greater than 30 degrees, such as here, then it won't be smoothed.

So that's all right I guess, but you can see that we are getting some hard edge here that we don't want. We might be seeing some strangeness around here. So what we can do is we can go in sort of on a finer level and smooth just individual polygons. So I can select by Polygon and maybe I will select all of these down here. I can make those hard edged. But I need to kind of drill down into these settings here.

So let me move the Graphite Toolbar around a little bit so we can see this more clearly. So this is Hard Edges for the entire model, but what I want to do is Hard Edges just for the current selection. So I will need to hold down this little button here and get a flyout, and I want to choose Hard Selected. And now those have all been made hard. I can select again, just selecting these ones, and I can choose Soft Selected.

So I have to click on that button and choose Smooth Selected, and now those have all have been smoothed. But we still have a hard edge up here. So likewise, I could repeat that process for this area. So what I want to do is do this in the Orthographic View, Alt+W. Get in a little bit closer, maybe really close. Select just these polygons, and then I can smooth those selected polygons.

It didn't really quite do what I want, so I might want to do that again. So I will select a bigger region. Click Smooth, and I am still not quite there yet. So it looks like I am going to need to grow my selection out. So there is a Grow Tool up here, Grow my Selection, and then Smooth those. There we go. That's what I was trying to achieve. So basically I have got the model essentially the way that I want it.

So that's our introduction to Graphite modeling tools.

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