Modeling Facades in 3ds Max - Part 3 - Defining Irregular Areas
In this tutorial, learn how to add realistic detailing to your facade model. You will begin by defining the simple building openings and ledges, and other irregular areas.
- Recorded in: 3ds Max 2011
- This tutorial is intended for use with 3ds Max version 2011 or higher.
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Before you start working on the openings, remove the roof for now.
You'll work on it later.
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Simply move the top edge down to hide the roof.
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Next you add edges to the openings. The modeling ribbon has a wealth
of features for polygon modeling but you'll only need a few of them.
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In this case, start with the SwiftLoop tool.
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The SwiftLoop tool adds edges to the Editable Poly surface by drawing a
"loop" from one edge to another.
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Drag over the façade near the top edge. 3ds Max constructs a vertical
edge. A click confirms the position.
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The SwiftLoop is always constructed at a 90 degree angle
from the closest edge to the cursor.
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This way you can alternate between vertical and horizontal loops
to trace the contours of openings, starting with the top windows.
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Determining the boundaries of doors and windows becomes very easy that way.
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Some areas, such as the beams above the doorways are a bit irregular
and will require some adjustments.
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Switch to vertex mode and move vertices to follow the irregular lines
of the beam.
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You can insert additional SwiftLoops or use the Cut tool
to add extra detail.
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The Cut tool's cursor displays differently when you hover over a vertex,
an edge or a polygon.
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In this case, you're breaking the Quad integrity of the mesh
as you end up with multi-sided polygons.
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This is acceptable for façade modeling but not recommended
for organic models that need to be subdivided or deformed.
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If necessary, make a few adjustments to the vertical lines
around the doorways.
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In Polygon mode, start selecting the Window openings.
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Use a small negative extrusion to give them depth.
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Do the opposite with ledges and beams,
by giving them a small positive extrusion.
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Finally, select the doorways and extrude them further into the building.
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Because of the perspective captured by the camera, moving the left
vertical edges helps with the texture projection onto
the left-hand doorjambs.
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The right-hand doorjambs don't look as good and will require
more work later on.
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Keep on making small adjustments until you're happy with your model
and then save your file.
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In Part 4, you build the roof and add depth to the building.