Graphics Programs Reference
In-Depth Information
31. Go to Object Mode , select the new object and finish it by going to the Modiiers
tab in the Properties Editor opion and adding two separate Subdivision Surface
modifiers. Switch the first modifier to Simple mode and set its subdivisions to 3,
both in View and Render. The second Subdivision Surface modifier must be left in
Catmull-Clark mode and set to two subdivisions. This trick of alternaing modes for
the modifiers gives the corners of the solid a nice rounded bevel.
32. Rename the object containing the stabilators to fighterStabilators , to keep
the scene organized.
The top part of the aircrat is inished, but we sill need to create the lower part of it.
This ime we're not going to invest so much ime, because this part won't be seen in
the final scene. It's enough to give a rough shape to the whole model to have a good
looking appearance.
33. Let's go to Object Mode (if in Edit Mode ), select the fighterBody object, then
switch to Edit Mode , select the part of the mesh from the "neck" of the aircraft
straight to the nose ip (except for the canopy), duplicate it ( Mesh → Add Duplicate )
and mirror it along the global Z Axis ( Mesh → Mirror → Z Global ); this will give us
an inverted version of this part of the mesh.
34. Now move the mesh down in the Z Axis to posiion it near the top part of the mesh.
Make sure to leave a space of around 0.02 units between these matching parts and
start illing in faces between them by selecing four verices each ime and pressing
the F key; that way we get them fully connected.
35. Let's also fill the hole that is just below the canopy by extruding the middle edge
into the symmetry axis for the Mirror modifier and then add faces manually with
the F key.
 
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