Graphics Reference
In-Depth Information
Perform the same procedure on the
outside of the vase (select bottom loop,
extrude/scale inward, and merge). This
process is the most common one for
closing off circular holes in geometry and
will probably become an almost single
reflex action once you've been modeling
for long enough. Figure 4.21 shows the
final result, after closing the bottoms and
applying smooth shading and a Subdivi-
sion Surface modifier.
Box Modeling
Box modeling requires a different
approach than what we've done so far.
It's not so much that you use different
tools as that the philosophy is different.
In box modeling, you begin with a
closed mesh primitive (like … a box!)
and throughout the process you never
“break” the box. You can add geometry
to it through subdivision, loop cuts, and
extrusion, but you will never delete a face, edge, or vertex in a way that leaves a hole. Why would you
want to work this way? Well, it's appropriate for certain types of objects, like the chair in Figure 4.22 .
Figure 4.21   The  completed  vase model.
Make sure you're out of Edit mode on the vase model and save your file, if you haven't already. Position
the 3D cursor somewhere away from both the flower and vase. Using the Shift-A menu, add a mesh cube.
Web
Some key figures are shown in the text, but you can check the Web Bucket for this chapter to see
each and every step of this instructional.
We've been adding Subdivision Surface modifiers at the end of the modeling process up until now. In
this case, it will help us to add it at the beginning. From the Modifiers context of the Properties window,
add a Subdivision Surface modifier. Doing so on a simple cube turns it into a kind of blocky ball. On the
modifier panel, raise the preview level to 2 in order to smooth things out a bit better.
Tab into Edit mode. The effect is interesting. You see the normal mesh cage like you are used to, but
you also see the blocky representation of the subdivision surface beneath it. This is nice, because it lets
you model on the mesh itself, while seeing the resulting subdivided surface in real time.
The logical place to begin the construction of a chair is with the seat. It's like a squashed box. So, select
all eight vertices of the box and scale it vertically (S key, Z key) until it looks to be about the same
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