Tutorial
9 - Polygonal Surface Editor Examples
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This tutorial assumes you have a good
understanding of Polygonal Surface Editor after completing Tutorial 8. In this tutorial three different examples demonstrating the
use of the editor will be presented. By creating a simple lamp, a mirrored
object, and a simple airplane a good understating of the editor should be
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Example 1 - Street Lamp.
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Create a polygonal cylinder.
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Set the cylinder parameters as shown on the
left. Make sure the welding flag is enabled. In the transformation toolbar,
collapse the constructor or use the button in the surfaces editor toolbar to
create editable object from the cylinder.
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Adjust the X-Y view until you can clearly see
the bottom of the cylinder. Make sure the "Vertex" element mode is
selected and select the bottom vertices using rectangle select tool (Ctrl+LMB).
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Select the scale operator tool, and set the
XYZ filter to "XYZ".
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Scale the bottom vertices as shown on the
left image. Using the same steps, scale the other vertices.
Always make sure to select only one row at a time.
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Switch to "Faces" mode. Select the
faces as shown on the left image.
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Set the subdivision settings as shown on the
left.
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Only the selected faces should be subdivided
as shown on the left image.
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Convert the subdivision preview surface into
working surface by clicking on the "Subdivide Current Surface"
button.
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Adjust the X-Y view until it looks like the
one on the left.
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The view is full of elements and it is very
hard to see individual elements. For the next tasks, we only need to see
faces so we are going to hide all the other elements. Adjust "Display
Options" as shown on the left.
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Select all the faces above origin as shown on
the left.
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Select the "
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Lock the pivot. Then move the pivot point to
origin point which should be bottom of the selected faces.
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Notice the pivot point located at the origin
point. Then bend the selected faces as shown on the image until the top is rotated
180 degrees.
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Adjust the view until you can clearly see the
bend top.
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Unlock the pivot. Using the same method as at
the beginning of this example adjust the vertices until the mesh looks like
the one on the left.
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Select the faces as shown.
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Subdivide the selected faces.
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The mesh now should look like the image on
the left.
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Adjust the view until you can see the whole
object. Enable transparency. It will be useful for the next few steps. Also
disable displaying all other elements except faces. Then select the center
faces as shown, use the scale tool with X filter to scale the faces slightly
(about 150%).
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Lock the pivot and set it at the bottom of
the selected faces.
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Select the "Twist" operator tool.
Adjust its settings in the "Tools Settings" as shown on the left.
Enable boundaries, and set the upper boundary until the yellow ball is almost
at the beginning of the arch. Set the bottom boundary to 0.
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The tool in the view should look like the
image on the left. Make sure the pivot is at the bottom and the boundaries
are shown as on the left. Twist the selected faces few times (around 5).
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After the twist operation you might notice
that at the bottom of the lamp, we have an unwanted artifact.
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Using the same method as before, adjust the
vertices until they are aligned with the other vertices.
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Subdivide the whole surface once more to make
it nice and smooth and you are done. The completed object should look like
the one on the left.
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Example 2 - Mirroring Surfaces.
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Create a polygonal plane and adjust it as
shown on the left. Create editable object from it.
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Change the top right view to
"Ortho-Ball" or “Orbit”. Adjust it until you can see
the surface as on the left. It's often handy to work in these view modes as
you can easily adjust them and see the surface from different points of
views.
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In the X-Z view, select all faces and move
them to the right until the left edge is aligned with the Z Axis.
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Move the vertices any way you want. Just make
sure to keep the edge vertices in place.
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Enable Mirror Preview.
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A "mirror" surface should appear.
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Convert the mirror preview surface into
working surface by clicking on the shown button.
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Subdivide the whole surface few times until
it looks smooth. It should look somehow like the one on the left.
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The final surface in normal mode with orange
color assigned.
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Example 3 - A Simple Airplane.
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Create a "Quick Edit Cube" object.
These objects are good quick base surfaces for the surface editor.
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Set the top right view to
"Ortho-Ball" and adjust it until is looks like the one on the left.
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Select the "Extrude" operator tool.
These tools work only in "Faces" mode, so switch to 'Faces"
mode as well.
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Select the left face and extrude it.
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Extrude the other face as well.
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Adjust the view and extrude the other faces
as shown on the left.
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The top view should look somehow like that
one on the left image. Rotate all faces as needed if the axis
are mismatched.
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Keep extruding.
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Switch to "Bevel" operator tool.
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Bevel the faces as shown.
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Switch to "Move
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Select the outer face at the end of the wing
and move it away to extend the wing.
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Select the back wing outer face and extend
the back wing as well.
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Select the wings’ outer faces and scale
them down in the Z axis.
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Switch to "Vertex" mode. In the X-Y
view, using the “rectangle select” tool select the vertices as
shown.
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Move the selected vertices down in the Y
direction.
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Extrude the wing face as shown.
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Scale the extruded face slightly down in the
X direction until the face looks square.
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Select the "Inset" operator tool.
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Inset the selected "engine" face.
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Using "Move
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Extrude the face on the back of the engine.
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Scale the selected face down first in X
direction and then in Z direction.
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The completed mesh should look like the one
on the left image.
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Subdivide the whole surface once. Complete
the subdivision.
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In the X-Y view, select the incomplete side
of the plane. Make sure that no faces from the other side are selected.
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Delete all the selected faces.
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Switch to "Vertex" mode. Delete all
isolated vertices.
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The surface is not ready yet to be mirrored
since the center vertices are not all lying down on the axis. We need to move
them to the center. Lock the pivot and move the pivot point to the center
axis.
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Select the most right vertices and
"scale" them down until they are aligned with the Y axis.
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The vertices should be exactly aligned with
the axis. Repeat these steps until all the vertices are aligned.
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The mesh now should look like the one on the
left.
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Now we are ready to create a mirror surface.
Complete the mirror operation.
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Subdivide the whole surface until smooth.
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This is the final mesh. You just have
completed the last example in this tutorial. By now you should be able to
create and modify any objects you want. Just remember to practice, and if
things go wrong, just go back with "undo" command.
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