Basic Modeling Techniques / Image Based Modeling pt. 3
Subtitles of the Movie
Now with our image-based model created of the nozzle, we're ready to begin extruding the faces. The first thing I'll do is turn off the original Start Here Layer because that's no longer needed and I'll press E for my Rotation. If the Rotate Tool doesn't snap exactly to the middle of your object, just press the Center Pivot to realign it. Now we'll go ahead and rotate in the minus 90 direction and I'll move my nozzle over to the front of my template. The first thing I'll do is right click and choose Face and drag over all of the faces of my nozzle. I'll choose the Extrude tool and I'll move out from the Blue Arrow to the first line within my rifle. I'll select on a cube to initiate the center and I'll scale up appropriately to the first line. Now, before I continue, I want to ensure that the geometry looks right in perspective so I'll over to my Perspective Mode and you'll notice everything is moving out accordingly; however it not really necessary for me to have all of these edges on the inside of my face. So because this is my interior face, I'll simply go ahead and delete that. Now I can stop any further extrusions that may occur from the nozzle and also in other areas that may not be moving out correctly, such as the bottom line. So I'll go ahead and fix these first before moving on. I'll go into my Viewport, move these into the proper direction. Everything now looks correct to me. I have a slight distortion on the sides that I simply need to scale out and I'll just ensure that these edges are nice and straight by using my Scale Tool. Now, the next step is for me to simply fill in this back face. The way I can do that is very simple, by choosing one edge and using my Fill Hole Tool. It's OK that the Fill Hole is also filling in what looks like the nozzle area. It's simply allowing us to have one face now that we can extrude out to the rest of the rifle. I'll go back to my Front Perspective and back to my Extrude Tool and now continue with the process of moving out. So I'll go rather quickly through this process, simply pressing the G Key, moving out again, scaling downward. Now, some areas I'll skip over. The reason for that is for example, this is an extrusion that is going inward. So my barrel is actually straight across to the second side. Other areas, such as this slight angle, I'll worry about that later because if I begin to angle it now, all of my extrusions will be angled. So for now I'm simply focusing on the straight lines. In some cases I can go ahead and move vertices to continue on with the process. But in other areas I'll be very careful not to move too much. I'll mov these up just a little bit so that I know I'm within that particular horizontal pattern and then I'll select over my geometry, deselect over my faces so I just have my side face selected, choose my Extrude Tool and once again come back out and continue the process throughout. Now I'm going to finish the rifle off at this point. If you recall before, when I showed you the color key, we're going to create the handle separately using a completely different process. So for now we'll leave this where it is and we'll give this a name. We'll call it Barrel and press Enter and once again I'll go ahead and save. In this case I'll simply overwrite the current file. Now let me go ahead and show you how we create the back part of the handle using the Box Modeling Technique but this time using a cylinder.
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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