Graphics Programs Reference
In-Depth Information
19. The irst step is just creaing a cylinder and scaling it appropriately. Steps 2, 3,
and 4 are achieved by simply adding more edge loops ( Ctrl + R ) and scaling when
necessary. For the final shape shown in step 4, add a few edge loops close to the
ones defining the general shape; these loops will help to create a nice crease effect
when applying the subdivision surface modifier. Step 5 is just the mesh from step 4
located at the inal posiion on the wing.
Objective Complete - Mini Debriefing
This model required more detailed work. We started with a basic sphere shape and
transformed it into a nice shaped space ighter by using very basic transformaions and also
the very useful Proportional Edit .
The cabin and wings were created by just performing some simple extrusions and tweaking
as needed. The final details in the wings and the cannon demanded more hands-on tweaking
in order to get a nice looking shape and enough detail for our space fighter.
Classified Intel
One of the tools we used for modeling the space fighter is the Mirror modifier. Let's know
more about its seings: The axis seing in the Mirror Modifier indicates along which axis
the object will be mirrored, the actual point of symmetry for the mirror is indicated by the
orange dot called Object Center . The clipping opion allows us to perform an auto-merge,
which is very useful to avoid creases at the mirror plane, specially when using a Subsurf
modifier. Merge Limit allows us to set how far apart any two verices can be to sill be
included in the merge operaion.
Shading the space fighter
With all the elements in the model ready, we must go into shading it. The materials that
we're going to create are not too complex, because we expect most of the final look of the
scene to come from the composiing setup.
Prepare for Lift Off
We will be creaing four shaders, one for each part:
F For the body, called sf_shipBody
F For the cabin, called sf_cristalCabin
F For the wings, called sf_shipWings
F For the cannons, called sf_metalCannon
 
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