Graphics Programs Reference
In-Depth Information
17. In the header of the 3D Viewport, locate the magnet icon next to Proportional
Editing ; we just need to enable the magnet and select the Vertex opion in the
Snap Element drop-down (to the right-hand side of the magnet toggle); let's also
make sure that the Snap Element (a new drop-down that appears) is set to Closest .
With the snap opion enabled, it's just a mater of selecing the vertex that we want
to move, staring the translaion ( G Key) and then posiioning the mouse pointer
over the vertex that is located where we want to put the selected one. Don't forget
to turn the snap opion of when done with this part, since it can be annoying when
working out small tweaks on the mesh.
18. Now that we know the easy way to get the borders of two patches touching exactly,
it's ime to add the edge loops that will help in controlling the shape of the corners
of the frame of the second door. Let's take some ime to work on it to get it done.
Pay atenion to the border between the two frames of the doors and make sure
they also get in contact with the snap tool and that their corners are correctly
defined by adding the appropriate edge loops.
Objective Complete - Mini Debriefing
This part of the project was only about the doors. We took the ime to model their frames
and windows carefully, since we have now started creaing patches that have no empty
space separaing them. This demanded all our atenion in order to avoid mistakes that could
cause headaches later.
The most important technique discussed was the one we used to get sharp and nicely beveled
corners, first for the frames and then for the other patches of the doors. This technique is quite
easy to apply when the topology has been created carefully, mostly by avoiding triangles that
appear in the mesh, because the Loop Cut and Slide tool can only determine the path for
the edge loop to be added as long as it finds quads; it stops when it finds triangles. A very nice
property of the Loop Cut and Slide tool is that it can be used for learning to "read" the face
loops on the mesh, since the cut only runs along a face loop.
Joining the Patches
After all that hard work, we now have a low poly, "patchy" version of our model. So, the next
step is to work on those patches, adding new edge loops, if needed, to get them matching
correctly with their neighbors, and also performing some merges that will get two patches
joined into one. For this part of the project, the quad view can be disabled, since it doesn't help
much and it's beter to have only one big view of the model to work on these ine tweaks.
 
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