Creating a Model Step-by-Step - Part 2

In Part 2 of this tutorial we continue with our transformation of a cube into a whale by adding the tail flukes.

As always, when modeling it helps to have a photo or physical model of the object you want to create to use as a reference. I based this model on a few photos of whales that I found on the Internet.

bulletOn the Primary Toolbar click the down arrow to the right of the Visible Objects button and select Flat to turn smooth rendering off. The Primary Toolbar is the toolbar that runs across the top of the 3D Canvas Window.

Smooth Rendering is typically used for final rendering of scenes. During the modeling phase however it tends to obscure the details of an object making modeling more difficult.

Open the model you created in Part 1 of this Tutorial or click here to download the sample model.

 

TutorialBlockModeling2-1.gif (14622 bytes)

 

bulletIn part 1 of this tutorial we viewed our model exclusively in perspective mode. In this part it will be helpful to have not only a perspective view, but also an orthographic Top view.

Select View Selection from the View menu. Choose the icon in the upper right hand corner that shows a single horizontal line.

Right-Click on the lower view, and select View->Orthographic->Top from the popup menu.

 

TutorialBlockModeling2-2.gif (15077 bytes)

 

bulletEnter Face Selection Mode by clicking on Button-Toolbar-SelectFace.gif (906 bytes) on the Edit Toolbar. Select the face indicated.

Click on Operation-Extrude.gif (924 bytes) to perform the Extrusion Operation. Set the parameters for the Extrude Operation, to Extrusion of .2 and a Bevel Amount of 0. This will extrude the face .2 units and bevel it 0 units.

Repeat for the face on the opposite side of the model.

 

TutorialBlockModeling2-3.gif (15537 bytes)

 

bulletWe now have the beginnings of the tail flukes

Select each of the extruded faces.
TutorialBlockModeling2-4.gif (15167 bytes)

 

bulletUsing the top view, drag the faces backwards as shown using the Edit Control.

Multiple face can be shifted at the same time. This helps with this task in particular because it ensures that they are shifted an equal amount.
TutorialBlockModeling2-5.gif (15845 bytes)

 

bulletSelect one of the faces extruded and extrude it two more times.

Repeat for the other side.
TutorialBlockModeling2-6.gif (15829 bytes)

 

bulletSelect and scale each the extrude faces as shown.
TutorialBlockModeling2-7.gif (15775 bytes)

 

bulletExtrude each of the faces one more time.
TutorialBlockModeling2-8.gif (16026 bytes)

 

bulletScale the faces as shown.
TutorialBlockModeling2-9.gif (15974 bytes)

 

bulletSelect the two extruded faces and move them forwards using the orthographic view.
TutorialBlockModeling2-10.gif (15986 bytes)

 

bulletDo a test Smooth.

Apply the Operation-Smooth.gif (525 bytes) Smooth Operation with a Level of 2.
 
TutorialBlockModeling2-11.gif (20382 bytes)

 

bulletTurn on smooth rendering. This can be done by clicking the down arrow next to the Visible Objects button on the Primary Toolbar and selecting Smooth.

Apply the Operation-Crease.gif (514 bytes) Crease Operation and adjust the slider to the far left so that there is no creasing.

It is starting to look very much like a whale.

Undo the Crease and Smooth operations prior to moving on to Part 3 of this tutorial.

Click here to download the model completed in this part of this tutorial.

TutorialBlockModeling2-12.gif (17974 bytes)