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Tutorial 2

Open 3DSMAX to create Primitives Objects like on the next scheme:
Ellipse: Select in Menu -> Create -> Standard Primitives -> Sphere.
(Radius: 12, Segments: 32, Move: [-18,-8,0], Rotate: [0,105,0], Scale: [210,125,100])
Torus: Select in Menu -> Create -> Standard Primitives -> Torus.
(Radius 1: 14, Radius 2: 5, Segments: 24, Sides 12, Move: [24,-24,0], Rotate: [-5,-28,2], Scale: [100,100,100])
Teapot: Select in Menu -> Create -> Standard Primitives -> Teapot.
(Radius: 16, Segments: 4, Move: [18,16,0], Rotate: [0,0,0], Scale: [100,100,100])
Tube: Select in Menu -> Create -> Standard Primitives -> Tube.
(Radius 1: 9, Radius 2: 7, Height:32.5 Segments: [5,1,18], Move: [42,40,0], Rotate: [0,0,0], Scale: [100,100,100])
Helix: Select in Menu -> Create -> Shapes -> Helix.
(Radius 1: 11, Radius 2: 3, Height: 40, Turns:5.3, Enabple in Viewport, Radial Thickness: 2.21,
Move: [-22,21.5,0], Rotate: [0,0,0], Scale: [100,100,100])
You should get primitive objects like ones shown on the screenshot:

Now Export the current file to *.3ds. Select Menu -> File-> Export...

Save this file as ImportsObjects.3ds

Now open W3DEditor v2.2 and select Menu -> File -> Import 3ds...

In the first time, do not change defaults values, and open the file. Press Open.

Select ImportObjects.3ds in the folder where it was saved.

The first result of the Objects imported has a very bad quality. As you can see Poxels have not the shape of Primitive objects, but that is not a problem.
In next steps we will solve it.

For clear your workplace, press in W3DEditor v2.2 Menu -> File -> New Map...

Change Options for Apoxelation process. CheckTop Smooth and Side Smooth,
change Quality Layers Smooth to 0.001. And Open file.

Now a more nice result is obtain, but not for all primitives. Only Ellipse it perfect.
In next steps we will improve the rest of the Objects.

As you can see, Torus in poxel shape has not a hole in middle, therefore we should divide the object into parts.

In order to do so, go to 3DSMAX, select Torus and Convert to Editable Mesh, in Modify Panel.

For making a division, use polygon method.

To be able to select an object, choose a way to Circular Selection Region.

We must divide torus into 3 parts. Go to Top View and select polygons as it's shown on the screenshot:

Disconnecting the selected part, click the Edit Geometry -> Detach

Named the object as Torus_p1 and press OK.

The next part requeires selecting a similar method.

Try to separate identical fragments.

Name the second part as Torus_p2 and press OK.

Select all 3 parts of Torus to export them to .3ds.

3DSMAX -> Menu -> File -> Export Selected...

Save as Torus.3ds. Then, go to W3DEditor ->Menu -> File -> Import 3ds...
Select Torus.3ds and watch the results:

As you can see, now the Torus is more similar to the original one.
