At the editable poly Border sub-object level, you can select single and multiple borders and transform them using standard methods. This topic covers the Edit Geometry and Edit Borders rollouts; for other controls, see Editable Poly.
To create a polygon that closes the surface at the selected border:
This selects the entire closed loop of continuous open edges that make up the border selection.
See Editable Poly for information on the Selection rollout settings.
Soft Selection controls apply a smooth falloff between selected sub-objects and unselected ones. When Use Soft Selection is on, unselected sub-objects near your selection are given partial selection values. These values are shown in the viewports by means of a color gradient on the vertices, and optionally on the faces. They affect most types of sub-object deformations, such as the Move, Rotate, and Scale functions, as well as any deformation modifiers (such as Bend) applied to the object. This provides a magnet-like effect with a sphere of influence around the selection.
For more information, see Soft Selection Rollout.
This rollout includes commands specific to editing borders.
Extruding a border moves it along a normal and creates new polygons that form the sides of the extrusion, connecting the border to the object. The extrusion can form a varying number of additional sides, depending on the geometry near the border. As you increase the length of the extrusion, the base increases in size, to the extent of the vertices adjacent to the extruded border's endpoints.
Following are important aspects of border extrusion:
If you click this button after performing a manual extrusion, the same extrusion is performed on the current selection as a preview and the caddy opens with Extrusion Height set to the amount of the last manual extrusion.
After turning on Insert Vertex, click a border edge to add a vertex at that location. You can continue subdividing border edges as long as the command is active.
To stop inserting vertices, right-click in the viewport, or click Insert Vertex again to turn it off.
If you chamfer multiple selected borders, all of them are chamfered identically. If you drag an unselected border, any selected borders are first deselected.
A border chamfer essentially “frames” the border edges, creating a new set of edges paralleling the border edges, plus new diagonal edges at any corners. These new edges are exactly <chamfer amount> distance from the original edges. New chamfer faces are created with the material ID of one of the neighboring faces (picked at random) and a smoothing group which is an intersection of all neighboring smoothing groups.
Alternatively, you can create open space around the chamfered borders, essentially cutting away at the open edges; for details, see Chamfer.
If you click this button after performing a manual chamfer, the same chamfer is performed on the current selection as a preview and the dialog opens with Chamfer Amount set to the amount of the last manual chamfer.
Select the border, and then click Cap.
The new polygons that result from a Bridge operation are automatically selected; you can see this by accessing the Polygon sub-object level.
Using Bridge at the Border level.
You can connect only edges on the same polygon.
Connect will not let the new edges cross. Thus, for example, if you select all four edges of a four-sided polygon and then click Connect, only neighboring edges are connected, resulting in a diamond pattern.
Increasing an edge weight tends to push the smoothed result away.
At low settings, the border is relatively smooth. At higher settings, the crease becomes increasingly visible. At 1.0, the highest setting, the border is not smoothed at all.
To edit triangulation manually, turn on this button. The hidden edges appear. Click a polygon vertex. A rubber-band line appears, attached to the cursor. Click a non-adjacent vertex to create a new triangulation for the polygon.
Each diagonal has only two available positions at any given time, so clicking a diagonal twice in succession simply returns it to its original position. But changing the position of a nearby diagonal can make a different alternate position available to a diagonal.
For more information on how to use Turn with the enhanced Cut tool, see this procedure.
For detailed descriptions of these controls, see Edit Geometry Rollout (Polymesh and Edit Poly).
For information about the Subdivision Surface rollout settings, see Subdivision Surface Rollout (Polymesh).
For information about the Subdivision Displacement rollout settings, see Subdivision Displacement Rollout (Polymesh).
Paint Deformation lets you stroke elevated and indented areas directly onto object surfaces. For more information, see Paint Deformation Rollout (Polymesh).