Basic Modeling Techniques / Adding the Bullet Cartridge
Subtitles of the Movie
Now with half the rifle deleted, I'll go ahead and do a mesh mirror geometry, one more time selecting the vertices down the center. I'll zoom in closer to ensure I have just the middle vertices selected. I'll check my numerical value, 124, half which is 62 so I know I have a perfect merge. And now we'll go ahead and save out my model is Weapon 04. To inspect the model, I'll go ahead and apply a solid shader. This will make it easier for me to see some of the vertices and imperfections within the model. I'll go ahead and begin fixing some of the imperfections now, such as the front part of the nozzle. And now we'll come around and begin working on the bullet cartridge. I'll apply the transparency shader once again, turning on my template, pressing 6 for Texture Mode and I'll Drag Select over the faces. I'll do an extrude. I prefer to do my extrudes in Three-Quarter Panel so that I can at least see the bevel. I'll pull out the extrusion and then move in the bevel slightly. Now, to extrude down the bottom portion of the cartridge, I'll select just the bottom four faces and switch to my Scale Tool so that I can flatten those faces. Otherwise my extrude will be beveled. And once again I'll switch back to the Front Panel, doing my extrude. This time I won't follow the pattern. I'll simply eyeball the general shape that it should be. You'll see in a moment why that is. It's much easier for me to extrude in a square format than in a diagonal pattern. So I'll continue to do extrusions, pressing on the G Key. The reason for a bevel on all of your objects is that it catches the lighting in game. If you have a hard, 90-degree surface, the light will either break and show or not show. Therefore, having a slight bevel will always give you the best lighting in game. Now we'll select over my vertices and do some minor modification. I'll just begin pulling these out, making them wider. Then I'll select over the faces and then do a slight rotation. I could have easily selected the vertices too. I'll move this into position. You can see my scale is not exact. I could leave it the way it is but if I want to line it up with the template, I'll just select over the vertices independently and begin just moving them by eye. I'll now go ahead and put an edge loop split down through the middle of the eyesight and using my Scale Tool I'll flatten it nice and straight. Move it into position. This will help allow me to get a nice rounded shape for my trigger. We'll be working on the trigger now in the next video.
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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