Graphics Programs Reference
In-Depth Information
FIG. 5.22
Open the cylinder creation
options.
FIG. 5.23
A d just the cylinder options
and click Create.
Torso
Time to get to work. First, we are going to block out the main torso and waist
area using the model sheet we created previously to guide us.
First, load the scene Chapter05/Files/ViewportPolys.sib , or use one of the
scenes you created in the previous section.
There are many dif erent approaches to creating characters; some start with a
simple cube, and others have a very basic base mesh. We like to use cylinders
as our starting point. It seems to make sense in a way; if you look at your arms,
for example, they are cylindrical, aren't they? Starting this way saves having to
add and adjust extra divisions further down the line. With that said, let's create
our i rst cylinder.
Switch to the front viewport, go to Create > Cylinder , and select the opt
button shown in Figure 5.22 .
Figure 5 23a shows the cylinder options available to you. The default
values are pretty much what we need. All you should change at this point
is the Height Sections ; make this 8 and click Create .
You should now have the cylinder shown in Figure 5.24a, but at the moment,
it is obscuring our image plane.
To change the display properties of the selected object, right click on the
model, and in the context menu go to Object Display Mode . As you can see
from Figure 5 25, this opens a variety of dif erent ways to display the geometry.
Select Ghosted Shade Mode , which will allow you to see through the
model ( Figure 5.24b ).
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