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Before leaving the subject of Polygon sub-object selection mode, we should consider the issue of normals. A normal (for our purposes) is a ray that is perpendicular to the plane of the polygon. This ray is used to indicate the renderable side of the polygon. The concept of a perpendicular ray only makes sense for polygons that are perfectly planar. Triangles are, inherently, perfectly planar. Thus in Editable Mesh, it makes sense to be able to display the normals for the Faces in selected Polygons. There is indeed: it's called chamfering. As explained in the previous tutorials, and especially the one about the ESO, I mentioned chamfering and how important it would become later on. Well here goes. Once again create a box, 100x100x100 in size and 1x1x1 segments, convert to EP. Go to the PSO and select all polygons (1), from a side viewport slice your box in half (2) using Slice Plane (3), go to the ESO, select the newly created edges (4) (or they should already be in fact) and chamfer them with an amount of 3.0 (5). Material ID: Used for texturing purposes (or selecting purposes) mainly. I am not going to cover texturing so I won't go into detail, but in short you can give polygons a Material ID which you can then match with a specfic material from a Multi-Sub Object material or use it when unwrapping. Step 9 - Select all the polygons ( click one and hit ] ), then in the Polygon menu, hit Merge. |
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