Graphics Programs Reference
In-Depth Information
FIG. 5.69
T h e c omplete torso, with arms attached.
simple; in the following chapters, you will get the opportunity to apply
more details .
Figure 5.69 shows the complete torso, with arms and hands.
Remember to save your work.
You can i nd the Silo scene created in this section in Chapter05/Files/05_
Hands.sib.
L e gs
The base mesh is starting to take shape and we are over half way to
completing her. What we will do now is give her legs in pretty much the
same way we added her arms. We will start with a basic cylinder and adjust it
to i t the leg in the model sheet.
Load the scene Chapter05/Files/05_Hands.sib , or use one of the scenes
you created in the previous section.
Let's hide the torso and arms, so select the model and go to Display >
Hide Selected (or press H).
Switch to the front viewport and go to Create > Cylinder . You shouldn't
have to open the options box, as it will retain the previous settings.
Click Create to generate a new cylinder.
You should now have a cylinder like the one in Figure 5.70. Again, let's make it
semitransparent so we can work with the model sheet behind it.
With the cylinder selected, right click on the model, and in the context
menu go to Object Display Mode > Ghosted Shade Mode .
Let's turn this cylinder into a leg.
Still in the front viewport, move the cylinder up to the knee in the model
sheet ( Figure 5.71a ).
Next, rotate it so it matches the concept's orientation while scaling it to
the leg's general shape (Figure 5.71b).
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