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):