3ds max Spline Modeling Adding a Bevel modifier

3ds max Spline Modeling Adding a Bevel modifier

 

3ds max Spline Modeling Adding a Bevel modifier So there’s a default display mode that hides all internal triangles inside a polygon. And, for example, the front face of this K is one giant polygon. So let’s see all the internal triangles. Right click and go to Object Properties, Disable Edges Only. Okay, and click OK. And now we can see all the subdivisions. And if we want to, we can continue to add vertices. The other way that we can control the subdivision here is simply with the spline interpolation settings. So I can go into Editable Spline and here they are, Interpolation. 3ds max Spline Modeling Adding a Bevel modifier

3ds max Spline Modeling Adding a Bevel modifier And simply turning off Optimize immediately improves the level of detail here. So Optimize will remove any sub-steps on straight line segments where either end of the segment is a corner point. So we want Optimize to be off in this case if we want full detail. And then back up in the Bevel, we can play around with Morph and Grid. So if I go to Grid, we see that we have a grid structure, and it’s possibly better if you deform it, but you’ll have to experiment with it. All right, I’ll maximize that perspective view with Alt + W and press the Z key to zoom back out, turn off edged faces with F4. And that’s how to apply the Bevel modifier to an editable spline, including one that’s imported from Illustrator. 3ds max Spline Modeling Adding a Bevel modifier