modeling. direct mesh editing: a more traditional approach commonly used by professional modelers...
TRANSCRIPT
Modeling
Modeling
• Direct mesh editing: A more traditional approach commonly used by professional modelers
• Sculpting: A fast and fun way of shaping a model, also useful for fine details like wrinkles
What Is a Mesh?
Origin Point Vertices
EdgesFaces
Edit Mode
USING THE TAB KEY TO SWITCH MODES
Select Object
Some Mesh-Editing Tools
Extrude Press the E key and
then move your mouse slightly.
Pressing Alt+E will give you a variety of options
Some Mesh-Editing Tools
Fill The fill command (F
key) creates a new face from selected vertices.
Simply select three or four vertices and press F to make a face from the selection
Some Mesh-Editing Tools
Merging Vertices In vertex select mode,
you can select a number of vertices and then press Alt+M to bring up the “Merge vertices” menu
Some Mesh-Editing Tools
Joining and Separating Mesh Objects In object mode, it is possible to combine separate
mesh objects into one by Shift-RMB-selecting them and pressing Ctrl+J.
Likewise, in edit mode, it is possible to split a mesh into different objects with the P key. Generally, the workflow is to select the faces you wish to separate, press P, and choose Selection from the pop-up menu. Choosing “By loose parts” will make Blender separate an object into separate pieces
Background Images
Example Modeling Through Mesh Editing
Many objects are symmetrical (including people, animals, boats, cars, planes, chairs, tables, space aliens, and monsters).
The Mirror Modifier: Making a Mirror Cube
A Note on Modifiers
Smoothing a Mesh
The Subsurface Modifier The Multiresolution Modifier
Box-Modeling a Man
Box-Modeling a Man
Figure 3–27. Example of box modeling. This model started as cube with a mirror modifier (see thefollowing section), and faces were extruded out to form the torso and head, and then the legs andarms. Note that to get accurate shapes, some individual vertex positions had to be adjusted.
Sculpt Mode
Getting into Position
Go to front view (numpad 1), and then move the view slightly off center by holding down the MMB and dragging the mouse to one side. Have the y (green) axis/arrow pointing toward you; something like what is shown in Figure 3–28 is fine. Roll your MW to zoom in so that the cube takes up most of the screen space. Make sure the cube is selected by RMB-clicking it.
Adding a Multiresolution Modifier
Starting to Sculpt
Types of Brushes
Types of Brushes
Changing Brush Size and Strength
Changing Brush Size and Strength