Basic Modeling Techniques / Image Based Modeling pt. 1
Subtitles of the Movie
Now I'd like to show you the next step of our modeling process known as Image-Based Modeling or IBM. With image-based modeling, you actually create a poly face that follows along the geometry of the template, whereas before we used a box to shape the box into the shape of the template. This time we'll be actually creating one solid face that matches exactly. You have a layer called Start Here. Go ahead and turn on the Visibility and you'll notice that there is a red image that I've created of geometry and this shows you basically the geometry of the front nozzle of the rifle. I'm going to now demonstrate how we go about creating this and then we'll further extrude this nozzle into the full rifle. Go ahead and turn on the Render Mode so that becomes unselectable and you need to go to the Mesh, Create Polygon Tool and start from the middle. We only need to create half of the geometry since it's symmetrical. I'm going to work in a clockwise direction and I'll simply click on the vertice lines where all of my edges are, pressing the Y Key to end the tool but keep the tool active. I'll now continue creating the rest of the geometry. What you'll notice is I'm also selecting vertices that are in a straight path. I'll explain why we're doing that in a moment. Now I have two separate pieces of geometry which will combine into one piece. I'll select on my Combine Polygon Tool and you'll notice that we have a heavy border edge around our borders and we also have one where the two pieces are seamed together. We need to actually create a clean merge between these two edges. To do that, I'll go to Display, Heads-Up Display and turn on Poly Count. Now when I select on my vertices, my display will indicate how many vertices I'm currently showing. For example, here looks like we have one vertice but on selection indicates I have two. To snap vertices exactly on top of one another, I'll drag over one vertice and holding down the V Key, I will Vertex Snap to the other vertice. I can even move this one out of the way, hold down the V Key just to ensure that it snapped exactly on top of one another. Now I can go ahead and select over both sets, which indicates that there are four polygons and select on my Merge Vertice Tool. You'll notice my heavy border edge now becomes a thin border, meaning that it's seamed properly and the mesh is now waterproof. The next step in this process is to go through, place my vertices into the exact positioning according to the template. I'll begin moving my vertices into position simply by eye. This part of the operation is a little time consuming but it's well worth it because once we have this geometry exactly the way we want it to be, we can then model through the rest of the model fairly easily and quickly. When we're dealing with straight lines, there are two techniques we can use to straighten a line. The first is we can actually drag select over all of the vertices that should be within a straight line and pressing R we can simply scale them together. The second technique is by ensuring one of the vertices is in the place where we wish it to be. By holding down the leg of the arrow as opposed to the center of the vertice, holding down the V Key we can now snap exactly to the same distance of the vertice we choose, keeping everything within either a vertical or horizontal direction, depending on which leg of the Move Tool you select. So once again, I'll hold down V and I'll simply snap to the middle.
Tutorial Information
| Course: | Game Design: Character Development 1 |
| Author: | Michael Ingrassia |
| SKU: | 34000 |
| ISBN: | 1-935320-48-3 |
| Release Date: | 2009-06-11 |
| Duration: | 8 hrs / 110 lessons |
| Work Files: |
Yes |
| Captions: | Available on CD and Online University |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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