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| This Lesson's / Tutorial's Contents at a glance |
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| Filling the spline holes in 3D Studio MAX ( 3ds max ) - Tutorial / Lesson |
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Now we shall concentrate on why the reference object has gaps in its surface at various places in 3D Studio MAX ( 3ds max ). The reason is simple. For the surface modifier to construct a proper surface, the regions in a mesh should have four vertices optimally.
Tilt the perspective view so that you can see the neck and jaw of the model / character.
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If you look at the reference object model / character, you can find that exactly this location has a hole. Look at the figure given above. The region where there is a hole, has 5 vertices in the mesh. We can solve such a situation by partitioning such a region into two. But if we simply add a vertex and create a line to divide it into 4 vertex regions as shown in the figure, there arises a problem. The region above now has formed 5 vertices, which will cause a hole in that region in 3D Studio MAX ( 3ds max ).
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In order to solve such a situation in 3D Studio MAX ( 3ds max ), we will need to refine vertices till the end and form a line extending through all the vertices. Refine the vertices as shown in the figure.
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Now create a line extending through all these vertices. This will make all the regions 4 sided. Now the hole would have got filled in the reference object.
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Select all those vertices you just created and right click and choose ‘Smooth’ to make them smoothed. Perform an intermediate save too.
Now we need to work towards fixing the hole in the mouth region of our model / character. If you watch closely it is due to a number of mesh regions having unconnected vertices. Prior to fixing them lets add a few more vertices to the mesh. Add vertices (highlighted with white circles) as shown in the figure.
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Create the vertices in 3D Studio MAX ( 3ds max ) just as in the figures above. The positions need not be accurate. You can see that the reference figure’s surface has vanished in most areas. Don’t worry about that now. Lets connect the newly refined vertices. With the 3D Snap toggle on, start creating a line from one end of the newly created vertices to the other end till all the refined vertices got connected. Now select all these refined vertices (Use the select tool and hold Ctrl key down) and right click on one of them. From the menu that appears in 3D Studio MAX ( 3ds max ), choose Smooth.
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Tip: While selecting multiple vertices, it is always advised to switch the view to maximized and use the Select tool instead of the Move or any other tool. The select tool won’t display unwanted axis controls and hence maximizes visibility of the remaining vertices. It also avoids accidental moving.
While connecting refined vertices, always make sure that the Snap toggle is on and once you complete the process, make sure that you switch it off. This avoids chances for accidental snaps that might occur later.
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After connecting all the refined vertices, the model / character should look like the one shown below.
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The newly added vertices gives more refinement to the front of the model / character's face and allows finer manipulations. Save the scene as Chapter12.1-save-02.max. Now lets concentrate on modeling individual features of our model / character. Move on to the next page.
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