Graphics Reference
In-Depth Information
shows the difference. Once you're
happy with the look of your twisting
center column, use the Apply buttons
on the modifiers. Start with the
topmost modifier so that everything
works properly. In fact, if you try to
apply a modifier that isn't at the top
of the stack, Blender will warn you
that you might have some unex-
pected results.
The Apply button does just what you
would think—bakes the effects of the
modifier into the mesh. The generated
(or changed) mesh effect is no longer
“live.” It is just a plain old mesh.
Make sure that you're not in Edit mode
and add a new mesh plane to the scene.
Move this object a bit below the column
you just created. Rotate the plane in Edit
mode so that it is facing directly forward.
You can do this entirely from the key-
board by pressing the R key, X key, 90,
and then Enter. Scale it so that its size
relative to the column is close to the
highlighted portion of Figure 4.34 . Then,
in Edge select mode select and delete the
top edge of the plane (choose Edges from
the Delete menu), leaving four vertices
and three edges. Back in Vertex select
mode, select one of those top remaining
vertices.
Figure 4.34   A  proile  for  extruding  the  table  legs.
Figure 4.34 shows one possible way to redraw the top of the plane. The exact configuration doesn't matter.
The goal is just to make it a bit interesting. Use Ctrl-LMB to add vertices, creating a new top for the
plane. To close the outline, select your last drawn vertex, Shift-RMB select the other top vertex of the
plane, and use the F key to bridge the gap.
Switch to a side view, select that profile, and begin the following process:
1. Extrude (E key).
2. Move a bit.
3. Rotate (R key) and Scale (S key).
4. Repeat.
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