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Assignment 4 results Maestri on Bones Last things Assignment 3 results Final project Revised syllabus Assignment 4 Unwrap UVW UVW texturing Multi-Sub-Object Materials Assignment 2 results Maestri: Maps Maestri: Material Editor Fish, part 1 Fish, part 2 Fish, part 3 Fish, part 4 Assignment 3 Maestri's anchor Assignment 1 results Lathe modeling Assignment 2 Open lab hours Assignment 1 Maestri movies Initial syllabus Course overview |
Maestri's Anchor ModelIn the video, "Modeling with Edit Mesh," Maestri goes through most of the steps required to model a low-polygon anchor. Here are those steps: 1. Create a long, narrow Box primitive: about 10 x 10 x 83. 2. Give the box 8 height segments. 3. Go to the Modifiers menu and select Edit Mesh. 4. Select the Polygon sub-object level, and choose two polygons at the base of the box from which the prongs of your anchor will be extruded. 5. Find Extrude on the Edit Mesh rollout. Extrude 4-5 times. By Re-invoking Extrude you create additional polygons, hence detail. 6. Select 4 faces at the end of the extruded region where the anchor barbs will be. Extrude once. 7. Go to the Top viewport and maximize. Switch to Vertex sub-object level. Select the 4 vertices on each end of the anchor prong that represent the base of the point. 8. Scale in the the Y axis to create the anchor barb. 9. Switch to Left viewport. Rubberband the bottom vertices and scale them upward to thin out the prong section. 10. Scale vertices at the tip of the barbs to a point. 11. Now bend the anchor prongs. Select the vertices along the bottom region of the anchor (both prongs). Go to the Modifiers menu and select Parametric Deformers, and under that, Bend. Select the Y axis and set Direction to 90 (degrees). 12. Add a second Edit Mesh modifier on top of the Bend modifier in the stack. Add a Mesh Smooth modifier on top of the new Edit Mesh. Set Iterations to 1. 13. Create the anchor posts: Using the second Edit Mesh, select 2 faces at the top of the anchor, perpendicular to the prongs. Extrude slightly, then Bevel out, then Extrude again. 14. To create knobs at end of each anchor post, Extrude - Bevel Up - Extrude - Bevel Down. 15. Add a third Edit Mesh modifier (below the Mesh Smooth). 16. Switch to Vertex sub-object level. Use Soft Selection. Adjust Falloff under Soft Selection to control the modification. Use Scale to thin out the anchor shaft. 17. Create a torus to form the top ring of the anchor. Position it appropriately. 18. Select the top face of the anchor shaft, using the last Edit Mesh modifier. Scale in to match the torus. |
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