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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.
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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