| Creating Duck Toy Part 3 |
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by Didik Wijaya
1.Continue your previous lesson. Make sure all sub-object selection is inactive. Add Symmetry modifier to duck object. Turn on Flip option. Activate Edge Selection. In Left viewport, use Cut to create wing shape. Before you cut, in Selection rollout, activate Ignore Backfacing. This way, when you cut, you can avoid cutting polygons behind. There are 2 area you need to cut. As always, right click to finish cutting. After finished cutting, turn off Ignore Backfacing again.
2. Change selection to Polygon and select all polygons that form wing. In Edit Polygons rollout, click Settings button right next to Bevel. Add Bevel with Height=5 and Outline Amount=-5. Click OK.
3. Rotate Perspective view and zoom in eye area. Select two polygons that form an eye. In Edit Polygons rollout, click Inset button. In viewport, click and drag to to add Inset twice. Second Inset should create much smaller polygons. Beware, don't make them too small, because polygons can intersect. That smaller polygons is to be used as pupil.
4. Change selection to Vertex. In Edit Geometry rollout, change Constraints to Edge, then move 2 vertices on left of pupil to the right. That will make pupil shape more square. By setting Constraints to Edge, we can easily moving vertices along edges and not damaging head shape. When finished, set Constraints back to None again.
5. Change selection to Edge. Select edges like image below (a total of 6 edges). Use Ctrl+click to select more than one edge. In Edit Edges rollout, click Settings button right next to Extrude. Fill Extrusion Height=-2 and Extrusion Base Width=1.2. Click OK. When finished, turn off all sub-object selection.
6. To finish our modeling, add Turbosmooth modifiier to duck object. If you need more smoothing result, use Iterations=2.
7. Rendered finished model.
Creating Duck Toy Part 1 | Part 2 | Part 3 | Part 4 Any question or comments regarding this tutorial should be sent to:
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