On the menu bar, click on Customize, select Units Setup….(see example)
In the Unit Setup window, click on SystemUnit Setup.
In the System Unit Setup window, change the unit scale to Meters. Below in the Origin section, drag the pointer all the way to the left- the Resulting Accuracy reads “0.000000001”- Click OK.
In the Units Setup window, select Metric as the unit scale, and make sure Meters is in the window
Click OK.
Make Boundary Grid
Option 1: Import Template
On the menu bar, click on File, select Import. (see example )
In the 3DS Import window, select Completely replace current scene, and make sure the box next to Convert units is checked.
With the plane selected, Right-Click on it and select Properties, In the General tab un-check the box next to Show Frozen in Gray, and check the box next to Freeze, this will make the plane stationary as you model your object. (see example )
Leave the “X:, Y:, Z:” boxes at 0.0m, change the Length to 9.6m, and the Width to 13.0m.
Click Create.
With the plane selected, Right-Click on it and select Properties, In the General tab un-check the box next to Show Frozen in Gray, and check the box next to Freeze, this will make the plane stationary as you model your object. (see example)
Modeling Object
This example shows how to create an object called Tube Hills. Click on the picture to see its final result.
In the Create tab, select Cylinder.
Click on the “+” next to Keyboard Entry. (see example)
Leave the “X:, Y:, Z:” boxes at 0.0m, change the Radius to .25m and the Height to 5.65m.
Click Create. This will create one tube. The others will be made from this one. We are going to setup the first one then copy it multiple times.
Assign Material to Object
By assigning a material, you are able to check and tweak the UVW Map as you work.
Open the Material Editor on the top toolbar or use the “m” key on the keyboard.
Get Material, Browse From: Material Library. (see example)
Choose a material that will be easy to see the UVW Mapping. I chose Bricks_Bricks_1.
Select Show Map in Viewport, and then Assign Material to Selection.
UVW Mapping
With the cylinder selected, go the Modify tab and look in the drop-down Modifier-List window for UV Map. (see example)
In the Parameters section under Mapping select Cylindrical and check the box next to Cap. Check the cylinder to see that all sides have their texture in their respective shapes.
Multiplication
With the cylinder still selected, make 3 copy/clones of the cylinder and place them anywhere within the region. (see example)
I made 4 different sizes of cylinders to make up this object and their radii remain at .25m and the heights are as follows: 5.65m,4.28m, 2.825m,1.413m, the heights can be whatever you want them to be, make this as custom as you want. (see example)
Copy/clone these tubes many times to fill up the template region. Arrange them in any configuration. (see example)
Select your group of cylinders and make sure they are one group. (see example)
In the menu bar select File, Export, and save the file as a “.3ds”.
Use any converter tool you might have to convert your “.3ds” file to a “.x” DirectX format.Deep Exploration by Right Hemisphere is an example of such a tool.