Graphics Programs Reference
In-Depth Information
8.
Then switch to Edge Select Mode ( Ctrl + Tab ), select one of the edges of the
border of the hole we just created, and go to Mesh → Edges → Edge Loop ( Ctrl +
E → Edge Loop or Alt + Right-click ). That way we get all the edges selected easily.
Now switch to Front View and go to Mesh → Add Duplicate ( Shift + D ), to create
a duplicate of the selected ring, press Escape to avoid moving it. What we just
did was create a ring that is located exactly where the original selecion was, but
completely disconnected from it; this will be the contact point between the cabin
and the body.
If the duplicated ring gets automaically merged back, disable the AutoMerge
Editing opion in the Mesh menu and repeat the duplicaion step.
9. Having the irst ring for the cabin, let's extrude it ive imes and move the extrusions
straight up; the first extrusion should be moved just slightly (the ring will be very
close to the iniial one), the other ones can be moved more. Each extrusion must
be followed by a scaling operaion; what we want to get here is an egg-like shape
that will be the basis for the cabin, its height should be comparable to the height
of the body. The scaling of the last extrusion should leave us with a very iny ring
(it's a good idea to not scale it completely to zero, to avoid merging the verices and
geing ugly arifacts when using the Subdivision Surfaces modifier).
10. As a inishing touch you can select one of the verices of the cabin and move it along
the X axis with proporional ediing enabled, to break the rigid symmetry that the
scaling operaions let us with; be careful to preserve some symmetry since this is a
mechanical model.
At this point it's a good idea to have a look at how the model should look:
Since our model is using a low number of polygons, it doesn't look really nice.
 
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