Game Development Reference
In-Depth Information
Completing the Fuselage
One common way of modeling is to cut the model in half (or remove or delete half
the geometry on one side of the model) and, once the model is roughed in, clone it,
rescale it, turn it inside out, and then reattach or weld it. This reduces your modeling
time by working on one side at a time, and it makes your model fully symmetrical
during the final stages of completion.
View the rear of the model in the Perspective viewport, and notice the tail section
has one large poly that is used to cap the original cylinder, highlighted in green
(see Figure 4.7). Now you need to weld the vertices around this section, centering
them for your next operation—cutting the model in half.
Figure 4.7 You can see the end cap used for the original cylinder.
1. Select two end vertices, corresponding to each other, on either side of the
cap and side (see Figure 4.8).
 
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