Model Editor

Boxshot lets you edit the internals of embedded models by using the model editor. Embedded models are usually 3rd–party models you imported to the scene, but you can also convert any built–in object into embedded model by right–clicking it and selecting Tools → Convert to Embedded Model… from the context menu.

When the embedded model is selected, there is a Edit model button on the right:

Edit model button for embedded models in Boxshot

Click the Edit model button to open the model editor for the selected object:

Model editor panel in Boxshot

Here you can adjust parameters of the embedded model. On the left there is a model hierarchy. As a normal Boxshot scene, the embedded model can contain nodes and meshes. Each mesh is a geometric element with name and material. You can show and hide those elements using the hierarchy tree. The hidden elements are not shown in Boxshot scene, so this is a convenient way to hide something that you don’t want to see in a 3rd–party shape.

You can rename elements and their materials by double–clicking them in the scene tree, or by right–clicking them and using the context menu. You can also delete the elements you don’t need.

Everything you did can be reverted by pressing normal undo keyboard shortcut (Control–Z on Windows, Command–Z on Mac). Clicking the Cancel button at the bottom right corner cancels everything you did to the shape, reverting it to the initial state before the editor was started. Clicking OK confirms the current changes and applies them to the scene.

The panel on the right displays the command for the current editing mode. The editing mode is selected using the drop–down list at the top right corner of the window. There are four editing modes:

Below you can find more information about each mode.

Mesh Editing Mode

This mode lets you make changes to the meshes of the embedded model:

Mesh editing mode in the model editor

The buttons at the right panel are:

Overall, these tools are good for cleaning up a poorly–constructed third–party mesh: you can easily split it into parts and remove the un–needed elements.

UV Mapping Mode

The UV Mapping mode lets you apply the texture mapping if it is missing. Boxshot needs UV mapping in order to place artwork on the shapes, so if it essential to have it for all the shapes in the scene. It is usually the best to keep the original mapping of the model, but sometimes it is missing or broken and here the UV Mapping mode can help.

UV mapping mode in the model editor

Here we switched to the UV Mapping mode and the nut looks dark brown. Boxshot applies a special “UV–texture” to selected elements in this mode, so you can see the current mapping. As the object looks solid, this means it doesn’t have texture mapping at all. That’s where the UV Mapping mode helps.

See the right panel for the options you can use:

Leave all the options intact and click the Rebuild mapping button to generate a new texture mapping for the selected object:

Re-building UV mapping in the model editor

Now you can see the object has a nice texture applied, so the mapping is there and can be used by Boxshot.

Normals Mode

In normals editing mode Boxshot displays the normals of the selected element:

Normals editing mode in the model editor

This helps checking if the mesh is flipped or have wrong normals. The parameters on the right let you fix the problems, if any:

Faces Mode

In faces editing mode Boxshot highlights the wireframe of the currently selected element. This mode does not support multiple elements selected at once, so if two or more elements are selected, only one will show its wireframe.

Faces editing mode in the model editor

You can see the structure of the selected mesh and select its faces by clicking them. Clicking the face with Shift or Control/Command keys pressed will add the face to the selected list. This way you can select multiple faces at once. Clicking the face with Alt key removes the face from the selection.

Multiple faces selected in the model editor

You can extend the selection by defining the maximum angle between the faces to keep considering them similar and clicking the Highlight neighbours button. Boxshot will detect all the sibling faces that have a similar angle to the ones you selected and highlights them.

Highlighting similar faces in the model editor

Boxshot shows manually selected faces with light green and automatically highlighted faces with dark green. You can adjust the maximum angle and click the Highlight neighbours button again to adjust the selection.

Once done you can click the Extract selected button to cut the selected faces and make a new mesh with them.

Highlighting similar faces in the model editor

Here the two highlighted sides of the nut were moved to a separate mesh called “Mesh Cut”.

This tool is useful to cut a 3rd–party shape into pieces for further adjustment, hiding or applying the texture mapping.

Another handy scenario is splitting the double–sided mesh into front and back ones. Select the face on one side of the double–sided mesh, set the Max angle to 90° or something similar depending on the mesh, then click Highlight neighbours. Boxshot will select the whole front side of the mesh, leaving the back side unselected. Adjust the Max angle parameter if it selects too much or doesn’t select the whole front mesh. Once done you can click Extract selected and get front and back meshes separated. You can then hide or delete the unneeded one, or apply a different material or mapping to them, depending on your needs.

More Tutorials

Rendering

Materials

Features

Shapes