Extrude Edit Polygon/ Extrude
Select one or more faces and hit extrude to push them out along their normals and build new geometry between them and their old neighbors.
NOTE #1: Extrude alone does not move the extruded
geometry; it only creates it. The polygons must still be
moved manually with the Move transform.
NOTE #2: It is important to check that Polygon/ Tool Options/ Keep Faces Together is activated before applying extrude to multiple polygons, or they will create Non-modular geometry
between them (both abutting faces and doubled vertices).
Split Poly Edit Polygon/ Split Poly
Draw divisions from edge to edge to
prepare for further transformation or
extrusion.
Cut Faces Edit Polygon/ Cut Faces
Draw a straight line through the entire
object.
NOTE #1: Selecting specific polygons
before applying Cut Faces will limit the cut
to just the selected faces.
NOTE #2: Hold down the [Shift] key to get
angle increments at 45 degrees.
Merge Vertices Edit Polygon/ Merge Vertices
Collapse two or more vertices sitting within a
specified distance.
NOTE #1: typically a value of 1.0 is sufficient
to act as a vertex collapse tool.
NOTE #2: Snapping Vertices [v]
Hold down the [v] key with the move tool
to click, drag, and snap a vertex to
another vertex. Once the two or more vertices
are this close, a Merge Vertex value of .0001
will merge them.
Collapse Edit Polygon/ Collapse
Select one or more edges or faces and hit
Edit Polygon/ Collapse to collapse into a point
exactly at the center of the selection.
NOTE: only works on edges or faces, not vertices
Bevel Edit Polygon/ Bevel
Round out an edge with one or more bevels.
NOTE: increasing segment numbers will provide more rounded surface in a single bevel
BOOLEAN Polygon/ Boolean
Boolean operations allow the user to calculate
the resulting union, difference, or intersection
of two intersecting pieces of geometry. For
example, multiple Difference Booleans of
spheres out of a box would result in a block
of swiss cheese. Select the main object first
and then [shift]-select the object to be cut out of
it. Hit Polygon/ Boolean / Difference to cut and
build resulting geometry.
NOTE: If the model seems to disappear, hit
undo. The geometry is not clean enough to
support a boolean operation. Always save
your work before a boolean!
Append Poly Polygon/ Append Poly
Click on opposite edges to build polygons over
holes. Purple triangles appear to indicate which
edges can be chosen after teh first edge is
clicked. NOTE: If purple triangles refuse to appear
where you wish to build there is likely
unclean geometry.
Create Poly Polygon/ Create Poly:
Rather than starting with primitive geometry
like boxes and cylinders, users can create
more complex 2D shapes to extrude into 3D.
In an orthographic view (typically front or top) create
the shape by clicking in the workspace. Click and drag
for bezier curves. Hit [Enter] to complete the shape.
Soften/Harden Edit Polygon/ Normals/ Soften/Harden
To create a smooth edge between two or more faces,
select the edges and open the Edit Polygon/ Normals/
Soften/Harden option box. Set the angle to All Soft (180)
and hit apply. Make an edge hard with an angle of zero.
Fixing Normals
Normals are important for shader calculation (specularity,
reflections, etc.). If there are any Normals which do not face
the same direction as their neighbors, they need to be reversed.
Normals Visibility
Make Normals visible by choosing Display/ Polygon Components/ Normals. The lines protruding from the polygon centers represent the direction the surfaces are facing. Each polygon has only one line pointing in one direction, typically outward.
Reverse Polygon/ Normals/ Reverse
A normal can be reversed by selecting the polygon and
hitting Edit Polygon/ Normals/ Reverse
Conform Edit Polygon/ Normals/ Conform
Alternatively, if there are a number of reversed normals,
the user can select all the polygons in the model and hit
Edit Polygon/ Normals/ Conform to bring all the normals
facing the same modular direction.