The Tools section shows the following tools:
The Loopcut tool can be used for cutting polygons by several loop edges in an intuitive way. This tool is only available to quad-shaped polygons.
Of course, this is also possible on boxes as they also have quad-shaped polygons:
A bevel tool is to smooth edges of a shape. Most shapes in reality have not sharp but blunt edges, so applying the bevel to edges of a shape can give the world more realism.
You can use the bevel tool both with Edges and with polygons.
Making bevels using polygons is very similar to doing it using Edges, except that you click the Polygon button and select one or more polygons.
After that, you can continue from step 2 above.
If you want to move the mouse without subdivision or widening, move the mouse while holding the Ctrl key.
Click the Subdivision button and the following options will appear in the Subdivision options:
The buttons shown above do the following:
Button | Description |
---|---|
Slider | Changes the subdivision level of the mesh. |
Smoothing Surface | Uses smooth shading on the produced mesh as opposed to the default flat shading. |
Freeze | Applies the subdivision result to the mesh. |
Add | Adds an edge set to be sharpened on subdivision. |
Delete | Deletes and edge set. |
Delete Unused | Deletes unused edge sets at a value of zero. |
Clear | Clears all edge sets. |
Apart from the buttons, there is also the Semi-sharp Creases panel, where you can see two columns:
Column | Description |
---|---|
Name | Name of crease set. |
Sharpness | Intensity of creased edge set. |
You'll see that there are still boxes around the object that corresponds to the original boxes of the Designer object.
Right now, you can still change the subdivision level.
At this stage you can also smoothly shade the polygons of the object by ticking the box in front of Smoothing Surface.
This is similar to the way Smoothing Groups work.
With the Boolean tool, you can modify one Designer tool object by using the shape of another.
In order to use this tool you need to select at least two Designer objects. These shapes need to overlap to be able to see the effect.
When you have selected the Designer objects, click the Boolean button and the following options will appear in the Boolean properties:
These three options have different effects.
The Union option merges together the Designer objects you have selected, resulting in them behaving as one object (with one Pivot etc.) Most importantly, union tool also merges the geometry surface/volume so both objects have a continuous surface. Any internal geometry is removed - you can see that if you delete some of the geometry of the new object.
Subtract takes the object you selected first and removes it, taking with it any part of the second object that it overlapped. In the example below, the sphere was selected first:
The Intersection option only leaves the area where the objects overlap intact and removes the rest:
Makes a green line appear along which the Designer object will be cut. You can move this line with the standard translation modes. The green arrow marks in which direction some of the actions below will occur.
These two options simply remove one part on either side of the green line; Front takes the part on the side of the green arrow away and Back the part on the other side.
Before/Front/Back
These two options split the object in two, after which you can do different things with each half.
Clip
Separates the objects into two objects (you will see two Designer objects in the Level Explorer).
Divide
Adds a new edge along the green slice line. This means the polygons on each side of the line are now separate and can be manipulated (extruded etc.)
Depending on which button (X, Y or Z) is pressed, the green arrow is aligned to this axis.
Points the green arrow in the opposite direction to where it is currently pointing.
With this tool, you can mirror a mesh along an arbitrary plane as well as its local X, Y or Z axis plane, making every action performed in one half happen in the other half as well.
When you click on the Mirror button, the following buttons appear underneath:
Button | Description |
---|---|
Apply | Splits a mesh by the mirror plane and one half of the object to the other half and then starts the mirror editing. |
Invert | Inverts the direction of the mirror plane, shown by the arrow direction changing after pressing this button. |
Center Pivot | Moves the pivot position to the center of the bound box. |
Alignment | Aligns the mirror plane by the X axis, Y axis or Z axis. |
Freeze | After you finish mirror editing and freeze the current geometry, you should press this button. The mirrored part will then come to the general part and you can edit the part separately. (Only visible when the Apply button has been clicked.) |
The Lathe tool is used to create a mesh by extruding each edge of a profile polygon along a path. You can make a complicated model with this tool with fairly little effort.
Draw a path that you want your profile polygon to be following. This can be a closed shape like a Rectangle or a Disc, or an open one like a Polyline (if not looped around to the starting point) or a curve. You can choose and make any shape that you want, but in the example, we'll use a circle.
This needs to be a 2D Shape for the Lathe tool to work properly, so no Box, Sphere, Cylinder or Cone.
Make a profile polygon. This will be the shape that will be drawn all along the path that you drew earlier. Again, you can use the Shapes to make this profile polygon, and additionally, you can use other Shapes and the tools in the Advanced section to modify the profile polygon. Below, a Rectangle was used, which was modified by drawing a Curve onto it. The chunk was then taken out with the Remove tool under Extrude/Delete in the Advanced section:
The profile polygon and the path polygon need to be in the same designer object.
Now, you need to pick which vertex to use as the pivot of the profile polygon, in other words: which point of the polygon will touch the ground along the path.
After you selected this vertex, you need to determine which direction is up compared to the pivot by selecting another vertex.
You'll see that the vertex you selected first, the pivot vertex, will turn orange and a blue line will appear. Drag this line to another vertex to determine the up direction:
You can make the profile polygon tilt by selecting a vertex in this step that is not directly opposite, like for example the green vertex in the top-left of the profile polygon.
Some more examples to show what you can achieve with this tool:
1.
2.
3.
With the Circle Clone tool, you can make clones of a Designer object and spread them evenly around in a circle.
Choose how many clones you want to make in the Circle Clone properties:
The Array Clone tool works in a fairly similar way as the Circle Clone tool, with the difference that it creates clones in a row instead of a circle.
Finally, click the Confirm button in the Array Clone properties to confirm the position of your cloned objects.