Converting to a Custom Model

The custom model tool is not an
object that can be added like the other modeling tools, but is rather a fast way
to convert any object to a custom model. Custom models can be edited in ways
that other objects cannot. For example, the polygons of a custom model can be
edited or deleted.
To convert to a Custom Model:
1. Select the object
you would like to convert.
2. Click
Convert to Custom Model. Press Esc to cancel.

Tips:
•
Converting to a custom model can reduce the editing options available.
For example, if a house is converted to a custom model, its roof pitch can no
longer be adjusted.
•
Polygons can be deleted from an object by selecting them and clicking
Edit and Delete.
• When
specific polygons are selected, any changes to the material of the object will
apply only to the selected polygons.
Editing Points
In some cases it is necessary to edit the points (also
called vertices) of the custom model. To do this, you can use the Edit points button. The points in a custom
model are adjusted in a very similar way to the points of a Region, but each
point has an elevation value.
To edit the points of a custom model:
1. Click Edit
points to enter point editing mode.
2. Select the points
you wish to edit.
3. Move points by
left-clicking and dragging the mouse, or delete points by pressing
Del.
4. When done, click
Edit points again to toggle it off and leave point editing mode.
The following is a custom model with the Edit points
option selected.

Editing Polygons
Editing polygons is very useful because it allows for
specific polygons to be given certain materials, shaders, and material mapping.
Specific polygons can also be deleted.
To edit the polygons of a custom model:
1. Click Edit
polygons to enter polygon editing mode.
2. Select the polygons
you wish to edit.
3. Change the material,
mapping, smoothing, or the shader of the selected polygons.
4. When done, click
Edit polygons again to toggle it off and leave polygon editing mode.
The following is a custom model with the Edit
polygons option enabled, and several polygons selected.

Editing Smoothness
Smoothness is a term used to describe the visual appearance
of polygon sides. When designing in 3D, there are no true curves; even the
smoothest of spheres is actually a collection of flat triangles and squares.
Enabling a higher smoothness value makes the sides of the polygons appear
smoother than they really are.
To smooth the polygons of a custom model:
1. Click Edit
polygons to enter polygon editing mode.
2. Select the polygons
you wish to smooth.
3. Click Edit
Smoothness and set the smoothness value.
4. When done, click
OK and then click Edit polygons again to leave polygon editing
mode.
The following is a simple sphere with a smooth right side
and a non-smooth left side. Notice the difference that is made by smoothing,
even though the polygons of each side of the sphere are identical.

Setting Mapping
Mapping is the term used to describe the way a material is
applied to an object. If the points of a custom model are moved, you will likely
notice the material begin to "stretch". To counteract this, the material can
easily be remapped through the Set Mapping feature.
To set mapping on a custom model:
1. Click Set
mapping to reset mapping and expand additional options.
2. Set the Width,
Height, Angle, and Offset as desired.
In the following screen shot, the shed on the right is the
same as the shed on the left, except that the mapping has been set using the Set
mapping option.

Setting a Shader
Shaders are simply different effects for your model.
Shaders are easy to set and can increase the realism of your custom models.
To Set a Shader on a custom model:
1. Click on the
drop-down list next to Shader.
2. Select an effect for
your model.
Shader Types
There are six different types of shaders to choose from,
and the proper shader to use will depend on your model's material. For example,
a glossy wood would need a "shiny" or "normal" shader, while weathered wood
would need a "matte" shader. The available shader types are listed below:
•
Normal: This is the default shader. A normal shader is fairly
shiny, but not excessively so.
•
Matte: A matte shader will not be at all shiny. This shader works
well on dull materials.
•
Shiny: A shiny shader looks very glossy. This shader works well on
polished materials.
•
Chrome: A chrome shader gives the appearance of reflective
metal.
•
Glass: A glass shader makes your model appear as if it is made of
transparent glass.
•
Semi-transparent: A semi-transparent shader will make your model
25%, 50%, or 75% transparent. Unlike the glass shader, the semi-transparent
shader is non-reflective.
The following illustrates the various shader types.

Polygon Material Mapping
In many instances it is very useful to apply a different
material to a selection of polygons on your custom model. For example, if you
wanted to change the wooden legs of a table to a metal material, you could do so
by selecting the polygons of the legs and then changing the material.
To set a different material to a selection of
polygons:
1. Click Edit
polygons to enter polygon editing mode.
2. Select the polygons
you wish to apply a different material to.
3. Click on the picture
of the material to change the selection.
4. When done, click
Edit polygons again to leave polygon editing mode.
The following is a screen shot of two planters. The planter
on the left is composed of just one material, while in the planter on the right
the center round polygon was assigned a dirt material.

See also:
Custom Model
Properties Adding a Box Adding a Ramp Adding
a Cylinder Adding an Extrusion Adding a Lathe Adding a
Part Setting Object
Properties Selecting Objects Selecting Points Editing Objects
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