cgs 3220 lecture 3
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CGS 3220 Lecture 3. Introduction to Computer Aided Modeling Instructor: Brent Rossen. Adding Details – Overview. How to extrude polygonal faces How to move faces How to delete faces How to combine objects How to move the pivot point About construction history - PowerPoint PPT PresentationTRANSCRIPT
CGS 3220Lecture 3
Introduction to Computer Aided Modeling
Instructor: Brent Rossen
Adding Details – Overview
How to extrude polygonal faces How to move faces How to delete faces How to combine objects How to move the pivot point About construction history How to delete construction history
Opening your file
Ctrl+o or File > Open Scene If you can’t find your scene, you haven’t set
your project Either, cancel and File > Project > set or click
Set Project… in the bottom right of the dialog box
Since we’ll be making changes, be sure to save the scene as a new scene, File > Save Scene As…, name it “Garage02”
Garage Opening
To make the garage door, let’s start by changing the room’s geometry and make an opening
First, let’s add some geometry by changing the number of subdivisions
Select the garage input in the channel box Click drag all the subdivision items and
MMB+drag to the right to increase the attributes to 5 (virtual slider)
Extruding Polygonal Faces
Extruding polygons is one of your main methods for making changes to geometry.
To extrude faces: Hit F11 to display faces in component mode Select the appropriate faces for the garage Edit Polygons > Extrude Face An all in one manipulator will appear Use the translation portion of the manipulator,
grab the blue axis and bring it in a little to make a border
Extrude and Scale
Edit Polygons > Extrude Face again
LMB+drag the square to scale the extruded faces smaller in z, y
LMB+drag the yellow translation arrow to move the bottom border even with the floor
Door Frame
Extrude again Translate the faces
towards the outside of the garage to create the inside door frame
Now delete the selected faces This creates the door
opening
Garage Door
Now lets make the door to fit in the opening We’ll model a single plank Then duplicate it like last lecture to make the rest Then combine the pieces together to make a
single door Create > Polygon Primitives > Cube Move the cube to the bottom of the door
frame Scale the cube into a plank, rename it plank
One More Plank
Rotate the plank a little towards the inside of the garage
Edit > Duplicate Options, reset, then dup
Move the second plank up so the bottom touches the top of the last one
Scale both planks out until they are just touching
Many More Planks!
Figure out the difference in height by subtracting the height of the bottom plank from the height of the top using the channel box
Edit > Duplicate options Copies: 6 Translate Y: top – bottom
Combining Polys
Now that we’re done with making the door, let’s simplify door manipulation by combining them all into one big piece
With them all selected: polygon > combine Rename the new model to garageDoor
Adjusting Pivots
When new objects are combined, the pivot point is placed the center of the world, we want it in the center of the object To automatically center the pivot
Modify > Center Pivot To move the pivot point manually, press the insert
key (Home on Macs) Move it around, then hit insert again to get back to
regular manipulators Let’s move it so the garage door appears to open
correctly
Doorknob
Now we’ll give the door a doorknob, so our characters have something to grab when they want to open it
Make a new polygon primitive cube and rename it knob
Input: Width: .5, Height: .25, Depth: .25 Subdivisions Width: 2 Move it to an appropriate place on the door
Symetric Faces
Extrude the two faces on each side of the front cube as shown
After you extrude, you can move one face, and the other face will be moved symmetrically. The faces are moved
based on the face’s own normal
More Knob
Continue extruding and moving until you get the look in the image
To finish it, smooth the doorknob
RMB > Object Mode Polygon > Smooth
Construction History
All the different tools used on the doorknob are still accessible from the inputs section of the channel box
Select one of them and you can make changes to what you have already done, without losing work you’ve done later The extrude manipulator is displayed if you select
one of them Let’s try changing some settings
Deleting History
Keeping all that history around is intensive for both calculation and size especially later when you are working with high
poly characters Now that we’re sure the doorknob is done,
let’s get rid of the history Edit > Delete by type > History To delete all history in the scene: Edit > Delete all
by type > History
Conclusion
Save your scene! There’s lots more to polygonal modeling, but
you can create a wide range of things with what you’ve just learned
We’ll get more in-depth with modeling later, for now, we’ll try to experience many different 3d Modeling and Animation topics
In the next lesson, we add colors to the scene with shaders and textures