Basic Level Modelling In 3ds Max
StairBlock – Part 2.
We'll be needing assistance from another block for this part, as we erased our walls, and need to get them back in perfect alignment. Using the Snap tool and Axis Constraints switched off, bring over the StraightBlock, and position it along with the the StairBlock like so:
Same as the first half, brief instructions, and an animation that shows what I'm doing.
- Select your StairBlock > Go into Editable Poly mode.
- Select “Edge” from the Editable Poly Selection.
- Select all outside edges of the stop on one side only.
- Enable Snap, ensure Axis Constrains is switched off.
- Holding down shift on the bottom corner vertice, pull the edges up on the Z axis until it snaps to the first vertice of our assistant model, the StraightBlock.
Now we have a lot of welding to do, as we have vertices running across edges that they aren't attached to. For example:
We can easily solve this by using the Target Weld function, which can be found beneath the Weld button. The idea is to create a series of “Sloping Triangles” by grabbing the vertex on top, and welding it to the one underneath. After this is done, we grab the side edges again and Shift n' Drag them to the next wall point, then we repeat, all the way up to the top of the wall. And Voila, one side is complete. Go into Vertex mode, Select all and hit the Weld button. Just to make sure we didn't leave and loose ones lying around.
You'll be very pleased to know we don't have to repeat this procedure for the other side. All we have to do is grab the one side, mirror it, place it into position, attach then weld.
- Select the Polygon selection tool.
- Highlight the entire side of that wall (everything but the steps and ceiling, in fact... you can go ahead and erase the ceiling, we'll be making a replacement)
- Click the Detach button on the Editable Poly menu.
- Choose “Detach As Clone”
- Now select the clone you just made (you'll need to get out of Edit-Poly on you current selection)
- The pivot point should already be in a perfect place.
- Hit the Mirror button (Horizontal menu, to the left of the “Align” tool.)
- Now with a bit of luck, mirrored on either the X or Y axis, it should fit perfectly into place on the other side of the steps. If not, just mirror it anyway, and place it there manually with the Snap tool.
- Now we click the “Attach” button in the Edit-Poly menu, and which ever part of the stairs you have currently selected, click the other one. Right click to turn off the “Attach” tool.
- Finally, we go into the vertex selection mode, select all.. and hit the weld button.
Just one more thing left to do. If you haven't already done so, go into the Polygon selection, then select and erase the ceiling of our stairs. We're going to create a new one, that fits better with the added segments we've just added in. (Think back to the “BendBlock”, these stairs can become spiral staircases now)
The Ceiling:
- In Polygon Selection mode, you'll notice a button called “Create” in the menu.
- Find a suitable view, one where you can see all vertices that would make up the ceiling, for example:
I've drawn in red lines, where we can create polygons to make up the ceiling.
- Hit the “Create” button, click one corner of an emtpy gap, click another, go along, click the one on the opposite side, click the one next to that, and back. 4 Polies away from finishing the stairs.
The stairs are finished!... I realise this has been many pages of complete boredom, but when you get the hang of it, it can be done in about 1 minute.
One more block left, and this one's a doozy. We'll be using the same techniques we've already learnt, so hopefully... there should be no need for an animation, or even an image with this one. I'm sure you'll let me know if you can't do it though.
EndBlock – A suitable name considering its placement on the list.
This block is basically used as a “dead end”, because nobody likes running around never ending mazes.
- Select your “EndBlock” model.
- In Editable Poly mode, Select the Polygon tool.
- Erase one, and only one wall.
- Straighten up the wonky vertices using the snap tool in Conjunction with Axis Constraints.
Done!
Remember to always use the ceiling polygon as a reference, you don't want to be aligning vertices the wrong way. Though this will still work, it will look out of place with all the other models which 'should' have the same dimensions. Your finished result should look like this:
only wish I could say that was the end of this tutorial, but from a “Work Done” point of view, we're just short of 50% complete. But the majority of writing (Just reading for you lucky b**tards) is well and truly over.
Onto touch ups, and finalising then. Click to continue.
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