Adding Pipes

In this lesson, youÆll create pipes to populate the head.

Create a pipe

  1. Load step2.gmax unless you want to continue where you left off in the previous lesson.

  2. Change to a Top viewport.

  3. On the Create panel > Geometry > Standard Primitives > Object Type rollout, turn on Cylinder.

  4. In the top viewport create a cylinder with these settings:

  5. Right-click the cylinder and choose Convert To > Convert to Editable Poly.

  6. Change to a Front view. On the status bar, change to Window Selection.

  7. Click Edge to turn it on.

  8. Region-select the edges in the upper middle part of the cylinder and move them up. See the illustration.

    To region-select, drag a window around the edges to select them.

    Edges to move are red.

  9. Region-select the edges in the lower middle part of the cylinder and move them down.

    Edges in the illustration show their position after the move.

    Edges to move are red.

  10. Click Polygon to turn it on.

  11. On the status bar, turn on Crossing Selection.

    This way you can select polygons that are partially inside the selection window.

  12. Region-select the rings of polygons at the top of the cylinder. Press the CTRL key and add the ring of polygons at the bottom of the cylinder to the selection. DonÆt select the middle polygons.

  13. On the Edit Geometry rollout, turn on Bevel and Local Normal.

  14. To create the bevel for both sets of polygons, drag the selected polygons in the viewport, then release the mouse button, and move the mouse to create the bevel. Click to finish.

Create a bevel on the top of the cylinder

  1. Rotate the view to see the top of the cylinder.

  2. Click Polygon to turn it on.

  3. Select the polygon on top of the cylinder and bevel it up and out to create a tapered extension.

  4. Rotate the view to see the bottom of the cylinder.

  5. Extrude the polygon there twice. 28 units on the first extrusion and 8 units on the second extrusion.

  6. On the toolbar, click Select and Uniform Scale and scale up the bottom polygon.

  7. Move and rotate the cylinder so that it slopes back from the forehead over the head.

Add and position cylinders on the head

  1. On the Create panel > Geometry > Standard Primitives > Object Type rollout, turn on Cylinder.

  2. Turn on AutoGrid.

    AutoGrid creates a construction plane on the normal of the polygon under the mouse. Move the mouse over the desired polygon and then drag.

    Tip: If you hold down the ALT key during AutoGrid, the grid remains in effect. This allows you to create multiple cylinders on the same grid plane.

  3. In the viewports, drag over a polygon on the head that is at an appropriate angle for the new cylinder.

    Drag over a polygon on the head to create the new cylinder

  4. Add more cylinders to approximate the following illustration.

    Feel free to change the colors of the objects. It can help in modeling to visualize the final effect. To change a color, select an object, and then click the color swatch next to the object name on the command panel. Choose a color in the Object Color dialog and click OK.

Next