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Game Design: Character Development 1 Tutorials

Basic Modeling Techniques / Cylindrical Box Modeling pt. 2

Subtitles of the Movie

I'll go ahead and rotate the handle, once again ensuring it's 90 degrees and I can now move this into position. I know that this edge is the outer edge of the handle butt so I'll put that into place. I'll select my vertices and move them to the first edge. I can also see that my edges are all lined up, up to this one and then they begin to move on a diagonal starting from here. So I'll select and begin moving these appropriately into position. I'll also ensure that they're lined up on the opposite side. Sometimes when your object lines up perfectly on one template and not on another, it's simply because the templates were not created exactly with the same artwork. As you can see, this line is not exactly at the same height as this line. I'll select my faces, do an extrude face coming out, moving down to the center. This time I'll use the Green Arrow to move up. Now, you'll notice it doesn't exactly work all the time. What it's doing is actually rotating the face. When that happens, the best thing to do is simply press W for the Move Tool and then move it the proper way. I'll also scale it using the regular Scale Tool and then go back to just selecting the face once again. One more and we'll be complete. Now let's go ahead and delete history, once again save. Now, the next step is to ensure that my top view is lined up properly. So I'll change my view ports, this time to the top and I'll take a look at my model. I can see that I need to widen my handle a little bit here and also in this direction. This part of the rifle needs to simply be moved to the center line. Otherwise it lines up pretty well. The last step of the handle is to just finish out the final part that we have here. So I'll select over my back faces going into my Front Viewport. This time I'll make life a little bit easier. I'll select on the Extrude Face. I'll come out to the very last face and then I'll go ahead and place an edge loop split in between the two. I'll go to Edit Mesh, Insert Edge Loop Tool and now I'll split an edge loop into the handle. While those edges are still active, I can press the Scale Tool if necessary to scale them in. This has a slight bevel to it. Once again, delete history and save my scene and we're now ready to move on to the next part of our lesson.

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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