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Polygon Paradise - Simple Pillar


Wings 3D - Pillar

This was created using Wings 3D version 1.4.1, so if you are using a different version some shortcut keys and menu items might be accessed slightly differently.

Wings 3D - Pillar

Simple Pillar - Step 2
Step 1Step 2

Simple Pillar - Step 3 Simple Pillar - Step 4
Step 3Step 4

Simple Pillar - Step 5 Simple Pillar - Step 6
Step 5Step 6

Simple Pillar - Step 7
Step 7

Simple Pillar - Step 8
Step 8

Simple Pillar - Step 9
Step 9

Simple Pillar - Step 10
Step 10

Simple Pillar - Step 11
Step 11

Simple Pillar - Step 12
Step 12

Simple Pillar - Step 13 Simple Pillar - Step 14
Step 13Step 14

Simple Pillar - Step 15
Step 15

Simple Pillar - Step 16
Step 16
  • The problem with the model (step 15, above) is that the main part of the pillar gives off some weird aspects, due to light sourcing and the model having soft edges.
  • To fix this do the following:
    • Select face mode
    • Select faces of middle of pillar (step 16, left)
    • Select edge mode (this will auto-select all the edges surrounding the selected faces and switch to edge mode)
    • Click right mouse button and select "Hardness"
    • Select "Hard" (this will get rid of any unwanted strange reflections)
    • Press space bar to clear the selection and see the pillar as we want it... (step 17, right)

Simple Pillar - Step 17
Step 17

Pillar1_p18
Step 18

  • Hard edges can only do so much. Repeat step 16, but select "Soft" hardness instead.

  • To make things easier to see, we will switch off the scene lights.
  • From the drop-down menu at the top of the window, select "View" and then "Scene Lights"

  • Select "Edge mode"
  • Select middle of pillar (see step 18, left)
  • Right-click and highlight "Flow Connect"
  • Select "Flow connect and move edges into place" (right mouse button)
  • Press the tab key, enter 0% and click "Ok"
  • Selected edges will be subdivided into 2, forming new vertices. The new vertices will now be auto-connected forming new edges, and auto-selected (see step 18, left)

Pillar1_p19
Step 19

  • Press space bar to clear selection
  • Select the edges in the top half (see step 19, left)
  • Highlight "Flow Connect" and select "Flow connect and move edges into place" (right mouse btton)
  • Press the tab key, enter 0% and click "Ok"
  • Selected edges will be subdivided as before (see step 19, left)
  • Press space bar to clear selection
  • Select the edges in the bottom half (see step 19, left)
  • Highlight "Flow Connect" and select "Flow connect and move edges into place" (right mouse btton)
  • Press the tab key, enter 0% and click "Ok"
  • Selected edges will be subdivided as before (see step 19, left)

Pillar1_p20
Step 20

  • Press space bar to clear selection
  • Select "Smooth shading" mode (see step 20, left)
  • As you can see, the pillar looks great except for some weird shading in places at the top and bottom of the pillar
  • We can fix this by making pillar edges hard

Pillar1_p21
Step 21

  • Press space bar to make sure nothing is selected
  • Select "Edge mode"
  • Select the edges at the top of the bottom base (see step 21, left)
  • Right-click and select "Hardness"
  • In the new menu that appears, select "Hard"
  • Press space bar to clear selected edges
  • They will now appear in a different colour - this shows they have hard edges (see step 21, left)

Pillar1_p22
Step 22

  • Press space bar to make sure nothing is selected
  • Select "Edge mode"
  • Select the edges at the bottom of the top base (see step 22, left)
  • Right-click and select "Hardness"
  • In the new menu that appears, select "Hard"
  • Press space bar to clear selected edges
  • They will now appear in a different colour - this shows they have hard edges (see step 22, left)

Pillar1_p23
Step 23

  • Select "Smooth Shading" mode
  • The pillar should now be completely smooth (see step 23, left)
  • If there are still weird shading in places, then some edges were accidentally missed from the hardening process. Repeat steps 21 and 22 as appropriate until everything is smooth

Pillar_p24
Step 24

  • Adding Texture Maps

  • Select faces (see step 24, left)
  • Right-click and highlight "More..." (if the normal menu doesn't appear you may have accidentally selected other objects such as a light source)
  • Highlight "UV mapping" and select "Force to segmenting mode (delete old segments)" (right mouse button)

Pillar_p25
Step 25

  • A new window will appear containing the selected faces only (see step 25, above)
  • In the new window select "Face Mode" and select all the faces (see step 25, above)
    Rotate the camera as needed (using same method as main window)
  • Select "Edge Mode", this will auto-select all the edges surrounding the selected faces

Pillar_p26
Step 26

  • De-select all the edges on the inside of the object (see step 26, left)
  • Right-click and select "Mark Edges for Cut"
  • Right-click (again) and select "Continue"
  • In the new menu that appears, select "Projection Normal"

Pillar_p27
Step 27

  • A new window will appear containing a dummy texture map with the selected faces mapped ontop of it (see step 27, left)
  • Press the space bar to clear the selection
  • If needed select a column of faces and bunch them up using the mouse button to drag each column together. You can use the cursor keys to move the texture map and the mouse wheel (if you have one as the middle button) to zoom in and out of the texture map
  • However, on this occasion everything is as we want it

Pillar_p28
Step 28

  • The new texture will appear in "Outliner" window, starting with the letters "auv"
  • A new material (signified by an 'M' icon next to the name) will also appear, with the new texture map associated with the material (see step 28, left)

Pillar_p29
Step 29

  • Right-click and select "Make external"
  • The little icon next to the texture will change - this indicates that the texture is taken from an external source
  • In the window that opens, select the preferred file type in the "Save as type:" drop-down box (I suggest .PNG, but your preferred image editor must be able to save as this file type)
  • Enter a file name and click "Save" (see step 29, left)

Pillar_p30
Step 30

  • Take your texture of choice and replace, or add, to external file (see step 30, above), but do not rename the file and don't move it to a different location

Pillar_p31
Step 31

  • Select the texture in the "Outliner" window
  • Right-click and select "Refresh" (this loads image data from the file)
  • The texture map in the "Outliner" window will be updated, as will the faces on the pillar that we selected to use the texture (see step 31, left)

Pillar_p32
Step 32

  • Optional: Right-click on "Pillar_texture1" texture and select "Make Internal". The texture is copied into the wings3d file and the external file will no longer be used. The little icon next to the texture will change - this indicates that the texture is taken from an internal source


  • Select the material "torus9_auv", right-click and rename to something else, for this tutorial I choose "Logo"
  • Failing to rename the material blocks the creation of new materials (as the default name is already taken)

  • Select the remaining faces on the bottom bit (see step 32, left)

Pillar_p33
Step 33

  • Right-click and highlight "More..." (if the normal menu doesn't appear you may have accidentally selected other objects such as a light source)
  • "UV mapping", select "Force to segmenting mode (delete old segments)" (right mouse button)
  • A new window will appear containing the selected faces only (see step 33, above)
    NB: Looking at the faces from "the wrong side" will make them invisible!
  • In the new window select "Face Mode" and select all the faces (see image, above) rotating the camera as needed (using same method as main window).

Pillar_p34
Step 34

  • Select "Edge Mode", this will auto-select all the edges surrounding the selected faces.
  • De-select all the edges on the inside of the object (see step 34, left)
  • Right-click and select "Mark Edges for Cut"
  • Right-click (again) and select "Continue"
  • In the new menu that appears, select "Projection Normal"

Pillar_p35
Step 35

  • A new window will appear containing a dummy texture map with the selected faces mapped ontop of it (see step 35, left)

Pillar_p36
Step 36

  • The new texture will appear in "Outliner" window, starting with the letters "auv"
  • A new material (signified by an 'M' next to the name) will also appear, with the new texture map associated with the material (see step 36, left)
  • Right-click and select "Make external"
  • The little icon next to the texture will change - this indicates that the texture is taken from an external source
  • In the window that opens, select the preferred file type in the "Save as type:" drop-down box (I suggest .PNG, but your preferred image editor must be able to save as this file type)
  • Enter a file name (e.g. "Pillar_texture2") and click "Save". The new texture will be renamed (see step 36, left)

Pillar_p37
Step 37

  • Take your texture of choice and replace, or add, to external file, but do not rename the file and don't move it to a different location
  • Select the texture "Pillar_texture2" in "Outliner" window
  • Right-click and select "Refresh" (import image data from file)
  • The texture map in the "Outliner" window will be updated, as will the faces on the pillar that we selected to use the texture (see step 37, left)

Pillar_p38
Step 38

  • In "Outliner" window, select "Pillar_texture2", right-click and select "pick up"
  • In "Outliner" window, select "torus9_auv" material, right-click and select "drop picked object"
  • Another menu will appear. Select the texture type "Diffuse"
  • Select the "torus9_auv" material, right-click and select "Rename". Select an appropriate name, for this tutorial I choose "Texture" (see step 38, left)

Pillar_p39
Step 39

  • Select the 2nd tier of faces in the middle (see step 39, left)
  • In the "Outliner" window, select the material that was renamed to "Texture"
  • Right-click and select "Assign to selection"

Pillar_p40
Step 40

  • The 1st and 2nd tiers of the pillar are now fully textured (see step 40, left)
  • Add the texture "Texture" to tiers 3 and 4 in the same way we just did for tier 2 (in step 39, above)



  • The main part of the pillar should now be fully textured (see step 41, right)
Pillar_p41
Step 41

Pillar_p42
Step 42

  • Select the top of the pillar (see step 42, left)
  • De-select the very top face (see step 42, left)
  • Select the "Texture" material
  • Right-click and select "Assign to Selection"

Pillar_p43
Step 43

  • Press the space bar to clear the current selection (see step 43, left)
  • Select the top-face and then select the "Texture" material
  • Right-click and select "Assign to Selection"
  • The top part of the pillar should now be fully textured (see step 43, left)

Pillar_p44
Step 44

  • Select the bottom of the pillar (see step 44, left)
  • De-select the very bottom face (see step 44, left)
  • Select the "Texture" material in the "Outliner" window
  • Right-click and select "Assign to Selection"
  • Press the space bar to clear the current selection (see step 44, left)

Pillar_p45
Step 45

  • Select the bottom-face and then select the "Texture" material in the "Outliner" window
  • Right-click and select "Assign to Selection"
  • The bottom part of the pillar should now be fully textured (see step 45, left)

Pillar_p46
Step 46

  • The pillar is fully textured (see step 46, left)
  • Select "Smooth Shading" mode to see what it would look like rendered (see step 46, left)
  • Finally we turn the light sources back on. Select "View" from the drop-down menu at the top of the page, and then click on "Scene Lights" (when switched on a little tick should appear next to the option)
  • Now we see what the pillar looks like with light sourcing on (see step 46, left)

  • If you want more detailed textures for closeup shots of the pillar, you have 2 options:

    • Use a higher resolution (larger) texture map (e.g. 1024x1024 pixels)
    • Select fewer faces when mapping the textures to the model

And finally... a little animation to show how it was built...

Simple Pillar animation


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Abbreviations | About Me | Celebrity Birthdays | Chatroom | Classic Corner | DC Netrankings | DC Online | DCBG | Did You Know... | Dreameye
Email Me | Fun Room | Games 2 Film | Gamesroom | Gaming News | Gaming News Archive | Guestbook | Legal Stuff | Message Board
Polygon Paradise | PSO Zone | Public Folder | Release Dates | Render Room | Site News | Sofdec Sofa | Videogames Music | VF Dojo | Weblinks