Graphics Programs Reference
In-Depth Information
9.
Let's now select the shell object (if it's not visible, switch the view shading to
wireframe), go to the Modiiers tab of the Properties Editor , and add a new
Array Modiier , right below the Hook Modifier. . Let's now set the array modifier
as follows:
F Fit Type: Fixed Count
Count: 36
Relaive Ofset: Disabled
Merge: Enabled
Object Offset: enabled
Offset Object: empArray (click on the entry with the yellow cube to show
the selecion list)
These opions complete the setup for shaping the shell.
10. Now let's select the empArray object, go to the Object tab of the Properties
Editor , locate the Transform panel, and set it as follows:
Locaion: 0.403 X, -0.864 Y, 0.130 Z
Rotaion: 0º X, 0º Y, 28º Z
Scale: 0.918 X, 0.918 Y, 0.918 Z
Ater applying these values, the shape of the shell will be created automaically,
avoiding us lots of complicated issues when modeling it by hand.
Let's now perform a final tweak to the base mesh to give a nice touch to the shell.
11. Select the shell object, go to the Modiiers tab of the Properties Editor , locate the
eye icon in both the hook and array modifiers, and disable it.
12. Now let's switch to Front View ( View → Front ), switch to Edit Mode , and shape it
as shown in the next screenshot (remember to switch to wireframe mode and select
the verices using the Border Select tool, as we have extruded the ones right over
the original ones):
 
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