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Ya vol! mine student. This is to be the first in a look at the deeper levels of Max. It's designed for people who perhaps don't know much about how 3d stuff works, or have just started out in Max. Now in this on I'll be explaining as much as I know about the mesh. How it's constucted and what elements go it to createing a mesh shape. It will also gloss over "edit mesh", perhaps the most useful modifier in the Max armoury. Some of you may find this all too easy, no real objects are built on these tutorials. They are mainly for understanding how it all works, you should be able to take this knowledge and use it in your own creations. I try not to teach you how to build a certain object, but how 3d stuff works. If you don't have a deep understanding on how it all fits together, then you'll never build great objects and you'll never push the medium to what it's capable off. It's just a cube man, no need to be scared...
Verts, faces, edges. Look deep within yourself Clarice.... But theres more to just these three elements. Theres
normals (verts and face), UV co-ords, smoothing and ID numbers. All
of these things are contained within the the magic three. Lets start
with UV co-ords, these define where on your shape the texture appears.
Now most of the time, you'll just be using the UVW map modifier, and
your texture will all fit nicely. But again, that's not the point.
We need to know HOW it works, then we might be able to exploit it
somehow. Each vertex carries with it (as soon as you've appied mapping
of course) another set of co-ordinates. These are texture co-ordinates,
and they range from 0 to 1. They are a % of texture, this is why when
you change the size of the texture you apply it gets stretched to
fit your object....
The four co-ords you see in this pic are the ones
that the four verts in the side of the cube carry. If there were verts
inbetween they would have an inbetween co-ords. This is when you apply
planner mapping. This is the simplest type of mapping but they all
work in the same way. The extreme corners of the gizmo all apply the
co-ords of 0,0 0,1 1,0 1,1. Once you apply the co-ords they don't
change when you alter the mesh, that's why the texture all stetches
and warped all you pull the mesh. Are you normal?..... What is a normal? You hear this mystical work being
spoken in hushed tones around dark allies late at night......
A face normal, yesterday...... The little sticks indicate the normal, the option
the show them is at the bottom of edit mesh, sub-object face. The
direction that you build a face determins it's initial face normal.
If you create them clockwise the the normal will point away from you.
But if you build it anti-clockwise then it will point toward you.
This is how they are usually built.
See on the left the normals for each side of the cube
point in different directions. But each side of the cube has parralel
normals, this means that each side of the cube is smooth within itself
but not smooth against the other sides of the cube. In pic 2, you
can see the normals are all lined up and that the shading attempts
to make the cube look more round (although no too well).
If two faces that share an edge have the same smoothing group number, than that edge will be smooth. But if they don't have the same number, then the edge will be hard. Each face can have up to 32 different group numbers (but usually you'll only need two or three). So for our cube example, the smooth one, all the faces share the same smoothing group number. Therefore all the edges are smooth. In the hard edged one, each side of the cube has a different smoothing group number, so six hard sides to the cube are defined.] Just a quick bit about edges here. You get edges when you buils a face, each face has three edges. Edges come into play when you want to bend sets of faces. If your edges don't lie in the correct orientation then when you bend an object then you get ugly ridges in it. This is an easy thing to fix, edit mesh comes with a function called "edge turn". This takes a group of two faces (two faces form a square with one, usually hidden, edge that runs from corner to corner) and reverses the hidden edge orientation. This helps you get a clean bend. Edges are realy important on low ploygon models, where every face (not minute) counts. If you know your edges you can make a shape look like it has more faces than it realy does, by controling the way the faces bend. A much undervalued but handy skill. You got any ID kid?..... One more small point about faces in Max. They also carry a "Material ID number". This tells the face what material out of a multi-subobject material it should be using. There is a tut on this, go back a page and you'll find it. My guy is, a tad too ornamental... The last bit I'll be explaining is all about the "Matrix". Now, you see that box shape that appears around all objects when you select them? Well that box is called the transformation matrix. All verts ste are stored as an off set from this matrix. (the matrix is always a box that your object is inside) Using a matrix is a cheap way of applying rotation,scale and move offets to an object. Just do a few calculations to rotate tha matrix and all the verts do the same. Less calculation overhead, you see? When you switch to box diplay moe what your realy seeing are object representations of the matrix. It's just move, rotate and scale that use the matrix. All modifiers directly maniplate the verts. Before doing any animation it's best to reset the transformation matrix (by using the small utility) because pivot orientation is also dirived from the matrix. You don't need to worry much more about it than that, as long as, whan you've finished modeling, you reset it, all should be well. well I think thats your lot, now you know how a mesh works, you should be able to plan the most effective ways of creating objects. |