CA2429 Introduction to 3-D Modeling
Polygon Modeling: A Study in 3D industrial Forms- A Computer Mouse- File:mouse_01.max
Due Date: 2nd Class Week 05 , beginning of class for group critique.
Computer Mouse (Getting Started) Step by step
Open start file mouse_01.max
Create a box the size of left side profile.
Make sure the box is the same length and height of the template but only half the width but only half the width.
Set the Length Segs to 3, Width Segs to 6, and Height Segs to 3. To see the wire frame edges on top of the shaded view hit F4 across the top left of your keyboard.

With your box object selected, right-click and in the 'Quad Panel', go to "Convert To" and select "Editable Poly. This will allow you access to the sub-object level of your geometry.

 

 

 

In the modifier panel go into the polygon sub-object level and check Ignore Back facing.

 

 

 

 

Convert to Editable Poly

Polygon Sub Object

Still at the poly sub-object level select and delete the polys that make up the surface in the middle of the mouse.
This is what the box should look like after you have successfully deleted the "inside" faces.

Exit the sub-object mode by clicking on the yellow sub-object. Apply the symmetry modifier to the half-box object.

 

 

 

 

With the Symmetry Modifier applied and turned off.

Note where the yellow mirror axis is positioned with the two arrows pointing side to side to show which half is being mirrored.

With the Symmetry Modifier applied and turned on with the proper mirror axis placement and direction.

Here the symmetry sub object, mirror, is in the correct place and direction except the stupid computer is mirroring or reflecting backwards. Meaning the empty side or negative side is being mirror to replace the box you have already made, almost hiding it from you.

 

 

 

Solution: check the Flip check box.

Go back down to the editable poly level in the modifier stack, click on vertex.

First uncheck the Ignore back facing. check box before proceeding. In the left view port, begin moving around the vertices to roughly form the spline profile in the file.

Continue to move vertices around in the front view port to again create a rough chunky version of the mouse shape. Use the perspective view port to view, not work in, as you finalize the rough form of the mouse body.

When you have your rough "boxy" mouse shell shape fairly far along you can add the TurboSmooth modifier to you mouse object. There shouldn't be a reason for setting the Iterations higher than 2. Check Isoline Display to reduce the number of wire frame lines being displayed in the view port Make sure Smooth Result is also checked.

 

 

 

 

 

 

 

 

 

 

 

In the view port deselect your mouse object. The resultant 3D form (aka your mouse) should look smooth and somewhat rounded and smooth.

Spend the rest of your time going back down the editable poly vertex sub-object level moving the small number of vertices around to finalize the corners of the 3D mouse.