Modeling                                         

In this section you can find information about the modeling tools in PolyBoost. UVW-mapping is kept intact for all the modeling tools.

Quick navigation:

InsertLoop RemoveLoop
CornerLoop LoopTools
EndedLoops CreatePolygon
BuildCorner GeoPoly
BuildEnd PolyDraw
DistanceConnect SpinEdge
RandomConnect Quadrify
InsertVerts PaintConnect
Topology Smooth
MultiHide Hard
30

InsertLoop

Inserts a loop based on the current subobject selection.

Subobjectlevels:

Polygon: Select 2 or more polygons and apply to insert an edgeloop in the middle of the polygons.

Edge: Normal: Select an edge and apply to insert an edgeloop going through the edgering which the selected edge is on.

          Shift: Bring up the standard Connect edges dialog window.

Vertex: Select 2 or more vertices and apply to insert an edgeloop between the vertices.

RemoveLoop (RemLoop)

Removes a loop in the current subobject level, and automatically removes all leftover vertices.

Subobjectlevels:

Polygon: Select 2 or more polygons and apply to remove whole rows of polygons.

Edge: Select 1 edge or more and apply to remove the loops which the selected edges is on.

Vertex: Select 2 or more vertices and apply to remove loops of vertices.

CornerLoop (CL)

Inserts a loop automatically builds quad corners when the loop turns.

Subobjectlevels:

Edge: Normal: Select edges and apply to insert loop and automatically build quad corners where the loop turns.

         Shift: Select an already created loop and apply to build quad corners where that loop turns.


The first image shows the initial selection. The second shows the BuildCornerLoop tool applied.

Note: The initial selection must be "clean" like shown in the image, otherwise the result will not be as expected.

EndedLoops (EL)

Inserts 2 loops and builds a quad ending on both endings.

Subobjectlevels:

Edge: Select edges in a row and apply to insert 2 loops and build quad endings.


The first image shows the initial selection. The second shows the BuildEndedLoops tool applied.

BuildCorner (BC)

Builds a quad corner based on vertex selection to make an edgeloop turn.

Subobjectlevels:

Vertex: Select 2 vertices and apply to build quad corner.


The first image shows the initial selection. The second shows the BuildCorner tool applied.

BuildEnd (BE)

Builds quad ending based on vertex selection to 2 parallel loops.

Subobjectlevels:

Vertex: Select 2 vertices and apply to build quad ending to 2 parallel loops.


The first image shows the initial selection. The second shows the BuildEnd tool applied.

DistanceConnect (DC)

Creates connections between subobject elements across distance and other topology.

Subobjectlevels:

Edge: Select 2 edges and apply to make a connection between them that is going across the mesh between them.


The first image shows the initial selection. The second shows the DistanceConnect tool applied.

Vertex: Select 2 end vertices and apply to make a connection between them that is going across the mesh between them.


The first image shows the initial selection. The second shows the DistanceConnect tool applied.

RandomConnect (RC)

Brings up the RandomConnect window. Use this tool to connect edges and randomize the position of the created edges.

Subobjectlevels:

Edge: Normal: Select edges to connect and apply to connect and randomize the position of the created edges. The "Jitter" spinner determines how much randomized the created edges will be. Setting this to 0,0 will create the edges exactly in the middle and the higher the value, the more randomized the result will be. If the "Autoloop" checkbox is checked a full loop will be created.

         Shift: Same as above but there will always be a full loop automatically created.

InsertVerts (InsV)

Inserts vertices in the selected edges.Choose the number of vertices to insert in the spinner. The inserted vertices are evenly spaced along the edge.

Subobjectlevels:

Edge: Select an edge and apply to insert vertices on the selected edge/edges.

Shortcut: 2 shortcuts are available for this tool. One that inserts 1 vertex and one that inserts 2.

Topology

Brings up the Topology window. The topology tools are a set of tools which works in a procedural way on an objects topology. Different topology patterns can be created/generated over an entire surface or a selected part of it. The different topology tools are described below. The descriptions for the tools are only a suggestion for what the tools can be used for, and multiple tools can be combined to create new patterns. When the Shift key is pressed the tools are applied on the current subobject selection only. The Undo checkbox at the top determines if the action will be undoable afterwards. Turning the undo option off will speed up the tools significantly. The object must be an editable poly and the modify panel must be open for most of the topology tools.
You can experiment with applying a tool several times to generate a different pattern. A typical use of these tools could be to first generate a topology pattern of some sort, and then extrude or bevel different parts to form a structure.

1: Generates a wall type topology with bricks of different sizes. (Shortcutname: TopoWall)

2: Generates a tile type topology. (Shortcutname: TopoTiles)

3: Generates brick topology. This tool requires one edge to be selected. The direction of the edge determines which way is "up" on the bricks. The tool will only work if the selected edge is within quad topology. (Shortcutname: TopoBrick)

4: Generates a hive type topology. This tool requires one edge to be selected. The direction of the edge determines which way is "up". The tool will only work if the selected edge is within quad topology. (Shortcutname: TopoHive)

5: Works in a similar way to number 2, but the resulting tiles tend to be a bit more random. (Shortcutname: TopoTiles2)

6: Generates mosaic topology, with random bricks of different sizes. (Shortcutname: TopoMosaic)

7: Works like number 2 but generates the pattern in a crossing direction. (Shortcutname: TopoFloor)

8: Works like number 1 but generates the pattern in a crossing direction. (Shortcutname: TopoFloor2)

9: Generates a skin type topology, with rounded patches. (Shortcutname: TopoSkin)

10: Generates "holes" in the topology. If Alt is pressed the result will be more chaotic and less round, since vertices with only 2 edges going from them will be removed. (Shortcutname: TopoHoler)

11: Changes the direction of the topology to a crossing direction. (Shortcutname: TopoEdgedir)

12: Simplifies the topology by removing random parts here and there, but keeping areas of edges intact. (Shortcutname: TopoSimplify)

13: Generates a chaotic topology, with randomly shaped patches. (Shortcutname: TopoChaos)

14: Generates a tile type topology, which consists of mostly larger quads. (Shortcutname: TopoFours)

15: Generates a random smoothed stars topology. (Shortcutname: TopoStars)

16: Generates a topology with crosses. (Shortcutname: TopoCross)

17: Generates a plank type topology, with "planks" of different sizes. (Shortcutname: TopoPlanks)

18: Similar to number 17 but with broader planks. (Shortcutname: TopoPlanks2)

19: Generates a topology with large crosses of "planks". (Shortcutname: TopoPlanks3)

20: Similar to number 17 but with longer planks. (Shortcutname: TopoPlanks4)

Tatter: Generates "holes" in the topology, separated by rows of polygons.
Size: This spinner determines the overall size of the generated holes.
Iterations: This spinner determines the number of different sizes for the generated holes.
Smooth: This spinner determines how rounded the generated holes will be. (Shortcutname: TopoTatter)

ScrapVerts: Removes all vertices in the mesh that have 2 edges going from them. (Shortcutname: TopoScrapV)

Plane: Creates a plane(converted to poly) for quick testing of the different tools. The value in the spinner "S" determines the number of segments in the plane.

Note: On meshes with many polygons some topology tools will take quite a long time to calculate.

Loop Tools

Brings up the Loop Tools window. From here you have various options for adjusting edgeloops or selected edges to fit the flow of the surface and relative to each other. All of these tools work in edge subobjectlevel. The "AutoLoop" checkbox determines if the initial selection will be automatically looped before any of the tools in this dialog is applied.

MeshFlow:

These tools creates and adjusts edges and edgeloops to fit the flow of the surrounding mesh surface 

FlowConnect: Select 1 or more edges and press the button to connect edges across the edgering and automatically fit them to the surrounding flow of the mesh. If Autoloop is on a full edgeloop will be created.

Set Flow: Select edges or vertices and press the button to automatically fit them to the surrounding flow of the mesh. Drag or press the spinner for interactive results. Adjust the flow by dragging the spinner up or down. The "Speed" spinner sets the speed at which the flow is adjusted. If Autoloop is on a full edgeloop will be created in edge subobjectlevel.

Edge: Select 1 or more edge and apply to fit to surrounding topology.

Vertex: Select 1 or more vertex and apply to fit to surrounding topology.

Adjust Loops:

2Loops: Select 2 or more parallel edges and drag the spinner to bring them closer or further away from each other. If the Autoloop checkbox is checked the selection will be automatically looped. Dragging up will bring them closer and dragging down further apart. To use the tool in steps press the spinner instead of dragging. The amount the edges will be adjusted can be set in the percentage spinner below. Setting the spinner to, as an example, 50% and applying the tool will set the distance between the edges to half of the initial distance.

3Loops: Select 1 or more edges and drag the spinner to bring the edges on either side of the selected loop closer or further away from each other. If the Autoloop checkbox is checked the selection will be automatically looped. Dragging up will bring them closer and dragging down further apart. To use the tool in steps press the spinner instead of dragging. The amount the edges will be adjusted can be set in the percentage spinner below. Setting the spinner to, as an example, 50% and applying the tool will set the distance between the outer edges and the middle edges to half of the initial distance.

Center: Centers edges or edgeloops on the edgerings they are on and places the vertices in the middle of the edges. Select an edge or more edges and apply. If the Autoloop checkbox is checked the selection will be automatically looped.

Space: Spaces the vertices evenly along the selected edges/edgeloops so that the distance between vertices become equal. If the Autoloop checkbox is checked the selection will be automatically looped.

Normal: Apply to space loops

Shift: The tool will also be able to space loops on the top and bottom of a cylinder. Specifically designed for this purpose.

SpaceLoops example. The first image shows the initial selection and the second when the tools has been applied.

Curvature:

Curve: This tool will adjust each set of selected edges/edgeloops into smooth curves. The curvature of each loop is determined by the position of the selected vertices along the loop. If you are familiar with how splines work in 3ds max you can think of the curve you will create as a spline going from the endpoints of the edges/loop with a smoothly interpolated spline knot at each selected vertex.

If the Space loops checkbox is checked then all vertices will be evenly spaced along the loop. If it is not checked then the initial relationship between vertices on the loop will be kept. If the AutoLoop checkbox is checked the initial selection will be automatically looped before the tool is applied.

Note: The edgeloop selection can not be closed(like a circle) for this tool to work since there needs to be a start and end-point for a curve. The actual edgeloop can be closed but the selection can not.

Curve Loops example. The first image shows the initial edge selection and the second shows the initial vertex selection. The third shows the tool applied. The selected vertices vertices determines the curve for each edgeloop.

Curve Loops example. Top left: Initial edge selection. Top right: Initial vertex selection. Bottom left: Curve applied with Space loops turned on. Bottom right: Curve applied with Space loops turned off.

Straight: This tool will straighten each set of selected edges/edgeloops into straight lines. If any of the vertex "endpoints" of the set of edges/edgeloop are selected the line will go from the first edge that the selected vertex is on and straight out from that edge. If no vertices are selected the line will go between the two endpoints of the edges/edgeloop.

If the Space loops checkbox is checked then all vertices will be evenly spaced along the loop. If it is not checked then the initial relationship between vertices on the loop will be kept. If the AutoLoop checkbox is checked the initial selection will be automatically looped before the tool is applied.

Normal: Apply to straighten loops

Shift: The tool will also be able to straighten loops on the top and bottom of a cylinder. Specifically designed for this purpose.

The first image shows the initial edge selection. The second shows Straight Loops applied. No vertices along the loops are selected in this case.

The first image shows the initial vertex selection. The edge selection is the same as in the image above. The second shows Straight Loops applied. The line goes straight out from the end edges with the selected vertices.

Circle: This tool will turn each set of selected edges/edgeloops into the form of a circle. The selected vertex along each loop determines the beginning point for the circle. For open loops one of the "endpoints" of the edges/loop should be selected. For closed loops(like around a cylinder)the vertex you want to least have change position should be selected.

The Space loops checkbox has no influence in this tool. If the AutoLoop checkbox is checked the initial selection will be automatically looped before the tool is applied.

Normal: Apply to circle loops

Shift: The tool will also be able to circle loops on the top and bottom of a cylinder. Specifically designed for this purpose.

Tip: It can be good to make sure that the vertex next after the first on the loop goes in the general direction of the intended circle to make sure that the circle is not "inverted".

The first image shows the initial edge selection on closed loops. The second image shows the initial vertex selection along the loops which will determine which vertex will act as the first in the circle. The third image shows Circle Loop applied. Note that because Shift was pressed when applying the tool in this case that the top and bottom of the cylinder is also counted as valid loops.

The first image shows the initial edge selection on open loops. The second image shows the initial vertex selection along the loops which will determine which vertex will act as the first in the circle. The third image shows Circle Loop applied.

Relax: This tool will relax/smooth out the curvature of each set of selected edges/edgeloops. Apply several times to relax more.

The Space loops checkbox has no influence in this tool. If the AutoLoop checkbox is checked the initial selection will be automatically looped before the tool is applied.

Normal: Apply to relax loops

Shift: The tool will also be able to relax loops on the top and bottom of a cylinder. Specifically designed for this purpose.

CreatePolygon

Creates a polygon from selected vertices or edges. The created polygons will always point towards you in the view. If a polygon would point away from the view it can not be created.

Subobjectlevels:

Vertex: Select a few vertices and apply to create a polygon.

Edge: Select edges and apply to create a polygon between them. It will use all the vertices of the selected edges to create the polygon.

GeoPoly 

Untangles a polygon and organizes the vertices to form a perfect geometric shape.

Subobjectlevels:

Polygon: Select polygons and apply to make geometric shape. If several adjacent polygons are selected the result will be averaged between the polygons.

PolyDraw 

Opens up the PolyDraw window. Go to this page for more info: PolyDraw

SpinEdge

Spins the selected edge/edges in the polygon, changing the direction.

Subobjectlevels:

Edge: Normal: Select edge/edges and apply to spin edges clockwise.

Shift: Select edge/edges and apply to spin edges counter-clockwise.

Quadrify

Remove triangulation in model to achieve mainly four sided polygons.

Options:

Shift: Apply only on current subobject selection.

Alt: Only select the edges that would be removed by the operation. Works on the current subobject selection only, if Shift is also pressed.

PaintConnect (PaintC)

Turns on PaintConnect Mode. As long as this mode is turned on you'll see a small text in the upper right corner of the viewport displaying "PaintConnect= ON".When in PaintConnect Mode you can paint connections interactively between edges if you are using 3ds max7 or above, which have the paint selection tool. In other versions you can still make use of this tool by selecting one edge after the other and connecting as you go along. To turn this mode off simply press the PaintConnect button once again. When using this tool with the paint selection tool in max7 or higher you should have the size of the paintbrush set to a very small size, otherwise multiple edges may get selected.

Subobjectlevels:

Edge: Normal: When a new edge is selected, a connection will be created from the one selected before to the new edge. When performing a paint stroke with the paint selection tool this will happen automatically as the stroke progresses.

         Shift: Same as above except there will be a connection of 2 parallel edges created.

Note: When this tool is activated it will turn on the "Ignore backfacing" option in the editable poly rollout. This is important because otherwise edges on the backside of the model may get selected and you will get strange results. The result can also be strange if you have several layers of polygons facing the same way in the area that you are painting, because edges on the surface below may get selected instead.

MultiHide

Multi purpose subobject hide tool.

Subobjectlevels:

Polygon: Normal: Hide selected polygons.

              Shift: Hide unselected polygons.

              Alt: Unhide all polygons.

              Ctrl: Invert. Visible polygons will be hidden and hidden polygons will be unhidden.

Vertex: Normal: Hide selected vertices.

            Shift: Hide unselected vertices.

            Alt: Unhide all vertices.

            Ctrl: Invert. Visible vertices will be hidden and hidden vertices will be unhidden.

Smooth

Applies smoothing to the model. Sets the smoothing to 180.

Subobjectlevels:

Polygon: Normal: Set the smoothing for the whole model to 180.

              Shift: Set the smoothing for the selected polygons to 180.

Hard

Unsmooths model. Sets the smoothing to 0.

Subobjectlevels:

Polygon: Normal: Set the smoothing for the whole model to 0.

              Shift: Set the smoothing for the selected polygons to 0.

30

Sets the smoothing for the model to 30.

Subobjectlevels:

Polygon: Normal: Set the smoothing for the whole model to 30.

              Shift: Set the smoothing for the selected polygons to 30.


CGplusplus.com