
Part I, rev 1.1
3D
Studio MAX R3 tutorial by Claes Wikdahl, strat@mail.bip.net
| Introduction |
In this tutorial I will explain the techniques and concepts behind mesh modeling as I do it. It will be from the basics and up, so that even a beginner can get the hang of it. At the same time, this is all you need to know to create some really advanced models. A thorough understanding of the basic aspects of meshmodeling is essential, so even if you think you got a grip on meshmodeling, read this through and see if you can pick something up.
This first
part serves as a reference and basic primer to the mesh object and the
Meshsmooth modifier in 3D Studio Max. Part two is a step-by-step tutorial in
which we will put the theories discussed in this first part to actual use. I
will not go through every single option and feature of this subject, but simply
the functions I use frequently in my modeling process.
Mesh modeling
Mesh
modeling, or box modeling as it’s also called, together with Meshsmooth is, if
you ask me, the fastest and simplest (and thereby the best) way to create
organic models. I say this after having used patches, surfacetools and nurbs to
build characters. Of course these techniques has other advantages and may be
more suitable in some situations, but let’s concentrate on mesh modeling for
now. The advantages of this approach are:
What is a Mesh?
A mesh is
made up of the following basic components:
| Vertex
– A point in 3d space. |
|
|
Face
– A surface created between 3 vertices.
A face is only visible from one side.
Which side depends on which way its Normals
are directed. |
|
| ...and... | |
| Edge,
which really isn’t a component itself but rather a part of a face,
is exactly what it sounds like: the edges
of a face.
Every face
has 3 edges.
Edges can be Visible or Invisible. Invisible edges don’t show in the
wireframe view but can still be selected and are then displayed as dotted
lines.
|
|
The Editable
Mesh
You can create an Editable Mesh in two ways:
Note: Having Edit Mesh modifiers in the stack increases the file size
considerably since the modifier duplicates the geometry.
The
Editable Mesh
in 3D Studio Max has the following Sub-Object
modes:
| Vertex
– Select and edit Vertices. |
|
| Edge
– Select and edit Edges. |
|
| Face
– Select and edit Faces. |
|
| Polygon
– Select coplanar faces
as set by the Planar
Thresh
value. Imagine pouring water on a surface and the water is only stopped by
sharp angles and, if Ignore
Visible Edges
is unchecked (default), visible edges. Note:
When “counting polygons” in a scene or game you are actually counting
faces. |
|
| Element
– Select all contiguous faces
in a mesh. That is, if two faces
share the
same edge,
they will both be selected. |
| Selecting |
| The
first thing you need to do when editing is select what you want to change.
This could sometimes become very hard in a complex model. Here I will go
through some techniques to simplify the process of selecting. You
can Select and Region
Select (drag) with the Select-, Move-,
Rotate- and Scale
Tools.
|
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| 1. | There are three variations of Region Select (Main tool bar): | |
| Rectangular |
||
| Circular |
||
| Fence |
||
| Also, you have these options (Status bar): | ||
| Selects
within and crossed by region. |
||
| Selects
only within region. |
||
| 2. | To
add to your selection, hold down Ctrl while selecting. To subtract, hold
down Alt. |
|
| 3. | You
can save your selections! This is very useful when you have managed a
complex selection. Make your selection, type a name for it in the Named
Selections field (Main toolbar) and press Enter. Whenever you need
that selection again, just select it from the list. These Named
Selections are local to the Sub-Object
mode that you're in at the moment. They will also disappear as soon as you
collapse the stack. |
|
| 4. | Ignore Backfacing (Edit Mesh Selection rollout). If checked, you can only select Sub-Objects that have their Normals facing towards you in the viewport. Try this on a sphere in the Perspective Viewport. | |
| 5. | Hide what you don't need to see. You can't work efficient when the viewports are messy. This also makes it easier to make complex selections by excluding geometry otherwise obstructing your view. Simply select the Vertices or Faces you want to hide and press Hide (Edit Mesh Selection rollout). | |
| 6. | Soft Selection (Edit Mesh Soft Selection rollout). This new feature implemented throughout R3 is really great. It lets you influence Sub-Objects outside the actual selection to a certain degree. Maybe most useful in the Vertex Sub-Object mode. Here the influence field is represented in color, which makes it easy to see what is going to be affected. The parameters in this rollout are pretty self-explanatory. Use the falloff parameter to change the size of the volume affected. | |
| Modeling |
So,
how can you edit your object? First of all, all Sub-Objects
can be transformed, that is moved, rotated and scaled. You can also hold down
Shift while transforming and thereby clone the selected Sub-Object(s).
Transforming objects in the perspective viewport is really a piece of cake in R3
thanks to the new transform gizmo. However, in some situations the gizmo can be
somewhat frustrating when you’re trying to move or select something. In this
case, just hit x
on the keyboard to toggle the gizmo on/off.
If
you are working a lot in a shaded viewport, it’s a good idea to enable Edged
Faces. Toggle Edged
Faces on/off
with F4 on your keyboard. This puts the wireframe view on top of the shaded so
to speak.
Let’s
go on to the individual Sub-Objects.
Vertex
This
is where you do most of the actual moulding and fine-tuning by transforming the
vertices. The other thing you will do in this mode is welding
vertices. This means joining 2 or more vertices
to 1, making faces and their edges
share the same vertex. Simply select the vertices
you want to weld and press Selected
in the Weld group located on the Edit Geometry rollout. All selected vertices
within the threshold value entered in the field to the right of the Selected
button will be welded.
![]() |
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Edge

You can of course also scale-extrude. This is great for adding more density in the mesh, for example around the eyes of a creature.

Speaking of increasing density, let’s have a look at the Cut function. This is identical to Cut
in face Sub-Object
mode. Press the Cut button in the Edit Geometry
rollout and click on an edge. Now you can draw a
line over those faces you want to cut. You don’t
have to click on every edge you pass over; you
can draw a line all across your object if you want. Click the right mouse button
when you’re done or to interrupt the operation.

Try selecting all edges
to see even the invisible ones (as dotted lines). Notice that, if you ended a
cut in the middle of a surface, additional faces
(with invisible edges) are automatically created.
Another valuable function is Chamfer. Select the edges
you want to chamfer and drag the spinner to the right
of the Chamfer button on the Edit Geometry
rollout. Watch out so that you don’t accidentally create overlapping or
intersecting faces.

Near the bottom of the Edit Geometry rollout we find
some precious (I’m using Words synonym function…) buttons. The first being Select
Open Edges.
Press this button to see whether you have some unintentional gaps in your mesh,
which means welding some vertices
to fix, or if you want to select all edges
around an eye or a leg socket.
The second button I’m thinking
of is Create
Shape from Edges.
This is practical if you for instance want to model a car window, using splines,
to fit perfectly, or you can convert the whole object to splines:
Mesh
– Spline - Mesh
Enter
edge sub-object mode, choose Edit – Select all (menu bar) and press Create
Shape from Edges. In the dialog that comes up check Linear and Ignore Hidden
Edges. Exit sub-object mode and delete the Mesh object. Select the Spline object
and apply a Surface modifier. Check Remove Interior Patches and set Steps to 0.
Apply an Edit Mesh modifier and collapse the stack. We’re back!
In the Surface Properties rollout we have two buttons
to decide if an edge should be visible or not. I hope you understand how
to use them.
Face
We have already talked about extrusion.
One difference from edge sub-object
mode is that you can’t Shift-Move a face to extrude
it. This will cause the selected faces
being duplicated without attachment to its original element.
No, you have to select the faces
to extrude
and drag the spinner to the right of the Extrude
button. Another difference is that the actual face
being extruded is moved and not duplicated.

Cut
works exactly like in edge sub-object mode.
See above.
In some situations you might
have to create new faces.
This is accomplished by pressing the Create
button and clicking on 3 vertices in a row, drawing a face.
Depending on which way (clockwise or counterclockwise) you draw the face,
normals
will be pointing in different directions. If you created a face
and nothing seemed to happen, the normals
are pointing away from your view. Try drawing it the other direction.
While we are on the subject of normals, on the Surface Properties rollout in the Normals group, there is a button marked Flip. This lets you flip the normals of the selected faces, thus deciding from which direction they will be visible.
Polygon and
Element
Polygon and Element
are only alternative ways of selecting faces.
This means editing is identical to editing faces.
See above.
| Meshsmooth |
Meshsmooth is an absolute necessity to this
modeling approach. This is where the magic happens. Without Meshsmooth,
mesh modeling wouldn’t be a viable option for hi-res modeling.

Meshsmooth is a modifier that you in most
cases apply last in the stack.
The only parameters I usually
change in this modifier are Subdivision
Iterations.
That is how smooth/dense the mesh will be. You can have different values in the
viewports and at rendertime; just check Render
Values Iterations and enter a value. Usually 1 iteration is enough in
the viewports and maybe you want to increase to 2 in Render Values.
When you let Meshsmooth
operate on Polygons (default and what you almost
always want) Edge Visibility
is of importance. Meshsmooth simply ignores Invisible
Edges.
(Much like the Polygon Sub-Object
mode of Edit
Mesh with Planar Thresh
at 180.
I rarely use it but I’m
bringing it up anyway: Meshsmooth
also has two Sub-Object
modes:
Vertex
and Edge. We can leave edge
for now and just mention that Vertex
Sub-Object
lets
you adjust the weight of each vertex in the
controlmesh.
A higher value pulls the geometry towards that vertex.
| A valuable method could be (I don’t use it that much), after applying Meshsmooth, going back to the Editable Mesh and turn on Show end result. This lets you see the object with Meshsmooth active and a wireframe of your original lo-res mesh that is fully editable as usual. |

| Wrapping up |
Well, there’s not much to wrap up is there? I tried to wrap it up in the
first place. In the next part we will go step-by-step in creating a fascinating
creature.
Copyright
© 2000 Claes Wikdahl. All rights reserved.