Graphics Programs Reference
In-Depth Information
30. Having the building model finished, we just need to switch to Object Mode, move it
by three units in the negaive direcion of the X axis ( G key, X key, and then type -3 ),
then by two units in the negaive direcion of the Y axis ( G key, Y key, and then type
-2 ), and by four units in the posiive direcion of the Z axis ( G key, Z key, and then
type 4 ). Don't forget to save the file.
Objective Complete - Mini Debriefing
The most complex object that we're going to have is the building itself, though it's very
simple. The modeling of the building became very easy by creaing a single ile that was then
repeated by using Array modifiers to form the front of the building. We then created the
front entrance by performing an extrusion and doing some hand tweaking on the geometry.
Among the other things we did, it's notable that we assigned the materials to the basic ile
and got the remaining iles with the same materials assigned as expected, thus saving some
minutes of repeiive work later.
Modeling the Environment
Even though the main object of the scene will be the one to catch the atenion, the
environment plays a very important role, since it adds visual richness and reinforces the
immersion that the user can experience when using our walkthrough.
Engage Thrusters
Let's start creaing the environment closest to the building: The grass.
Grass
We're now going to create the simple mesh for the grass that will be located surrounding the
base of the building.
1. Reset the 3D Cursor locaion ( View → Align View → Center Cursor and View All
or press Shift + C ), then switch to Top View ( View → Top ) and make sure the view
mode is set to orthographic ( View → View Persp/Ortho ), and the 3D Viewport
shading mode is set to wireframe.
Then add a Plane ( Add → Mesh → Plane ) and change its name to grass
( Properties sidebar, on the Item panel). With the plane selected, let's switch to
Edit Mode, select all the verices ( Select → Select/Deselect All ) and go to
Mesh → Delete → Only Faces (to delete the inner face while preserving the
verices and edges).
2.
 
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