Converting to a Custom Model

The Custom Model tool is used to convert the currently selected objects into a single model. Their polygons, smoothness, and material mapping can then be freely edited.

To convert to a Custom Model:

1.   Select each of the objects you want to include in the custom model. For help, see Selecting Objects.

2.   From the Modeling tab, click Convert to Custom Model. The following dialog will appear:


Converting an object to a custom model will change the available editing options. Therefore, we recommend creating a copy of the object first.

Editing Points

It is sometimes useful to edit the points of a custom model, which is done by clicking the Edit points button and making adjustments. For details, see Editing Points or view the instructions below.

To edit the points of a custom model:

1.   Select the custom model.

2.   Click Edit points to enable point editing mode.

3.   Move and delete points as needed. See Editing Points for details.

4.   When finished, click Edit Points again to disable point editing mode.


The picture below shows a cylinder that was converted into a custom model. Point editing mode was then enabled, showing the points that define the model.

Editing Polygons

It is sometimes useful to edit the individual polygons of a custom model. When editing polygons, you are able to set materials, shaders, material mapping, and smoothness. Polygons can also be moved and deleted as needed.

To edit the polygons of a custom model:

1.   Select the custom model.

2.   Click Edit polygons to enable polygon editing mode.

3.   Click the polygons you want to edit in order to select them. See Selecting objects for details.

4.   Modify the selected polygons by changing their material, material mapping, smoothing, or shader type.

5.   When finished, click Edit polygons again to disable polygon editing mode.


The picture below illustrates a custom model with the top and some of the side polygons selected.

Editing Smoothness

The smoothness of a custom model can be edited for the entire model or just for the selected polygons.

3D models are simply collections of flat polygons that form shapes, meaning that there are no true curved surfaces. However, using this “smoothness” technique, curved 3D models are made to look smooth and natural. Some objects need to be smooth, like the pole of a landscape light or the inside of a round spa. Other objects should not be smooth, such as the walls and corners of a house.

To smooth the polygons of a custom model:

1.   Select the custom model.

2.   Click Edit polygons to enable polygon editing mode.

3.   Click the polygons you want to edit in order to select them. See Selecting objects for details.

4.   Click Set smoothness, and then move the slider to the appropriate value.

5.   When finished, click the OK button, and then click Edit polygons again to disable polygon editing mode.


The following sphere has one smooth side and one faceted side.

Editing Materials

With just a few simple controls, you can create a wide variety of materials.

To edit materials:

1.   Select the custom model.

2.   Click Edit polygons.

3.   Click the polygons you want to edit in order to select them. You can also draw a rectangle around the polygons. See Selecting objects for details.

4.   Click the picture of the material and then select the new material that you would like to use.

5.   Use Metallic to specify if the material is made from metal or not. This is usually 0 (for non-metal) or 100 (for metal), but can be anything in-between.
Note: In the case of painted metal (such as car paint), the paint defines the surface properties, not the underlying metal. In this case, Metallic would be set to 0.

6.   Use Smoothness to indicate how smooth the material is. Use a larger number for a smooth material such as chrome or ceramic, or a smaller number for stone or other rough material.

7.   Set Transparency to 0 for non-transparent materials, 99 for glass, or anything in-between for semi-transparent materials.

8.   Use Glow for materials that are self-illuminating, such as the glass in a light bulb. This should be 0 for everything else.

9.   When finished, click Edit polygons again to disable polygon editing mode.

 

Below are some examples of the materials you can create, followed by the material settings used for each one.

 

Surface

Material

Metallic

Smoothness

Transparency

chrome

100

90

0

gold

100

80

0

nickel

100

70

0

ceramic

0

100

0

concrete

0

0

0

glass

0

100

99

Setting Mapping

The term Mapping refers to how a material is applied to a 3D object. When editing a custom model, the Set mapping feature can be used to reset and modify how a material is applied to the geometry.

To set mapping on a custom model:

1.   Select the custom model.

2.   Click the Set mapping checkbox to reset the material mapping and display additional options.

3.   Modify the material Width, Height, Angle, and Offset as needed.


In the picture below, two gazebos are shown. Both are identical, except the one on the right has had its mapping set using the Set Mapping option.

See also:

Custom Model Properties
Adding a Box
Adding a Ramp
Adding a Cylinder
Adding an Extrusion
Adding a Lathe
Adding a Loft
Adding a Part
Setting Object Properties
Selecting Objects
Selecting Points
Editing Objects
Using 3D Booleans to Create Complex Models