Game Development Reference
In-Depth Information
Creating the Spinner
In the next phase of building the Mustang, you will work on the spinner. You'll be
starting with a cylindrical primitive and using the Modify panel to create a hemi-
sphere. You'll also use some tricks to help you locate the spinner in space closer to
its final destination.
1. Open the Create panel. In the Object Type rollout, click to turn on Sphere.
2. Turn on AutoGrid by selecting the check box below Object Type. Now move
the cursor over the surface of the end of the cylinder. This creates an axis
tripod that follows your cursor, showing you where the sphere will be
drawn.
3. In the Parameters rollout, turn on Base To Pivot. This lets you draw a
sphere off the end of the cylinder.
4. In the Front viewport, move your cursor over the end of the cylinder and
draw a sphere. It doesn't matter at this point what size sphere you draw; you
will adjust the parameters after you draw it.
5. Edit the parameters as follows:
Radius=14.6
Segments=16
Hemisphere=0.5
Now instead of a sphere, there is a hemisphere (see Figure 4.34).
6. Now you need to finish shaping the spinner. Convert the spinner to an
Editable Poly mesh. Using the same methods discussed earlier, select vertices
and move and scale them to match the shape of the spinner (see Figure 4.35).
Take care to keep the circumference of the spinner perfectly round. Because
the spinner is very simple and already symmetrical, you won't need to
delete half like you did with the fuselage.
Note
When using the Scale tool, select the yellow handle in the middle of the Selection tool, as opposed
to an axis. This scales the vertices uniformly.
7. Save your scene as Mustang_06.max.
 
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