 | On the Primary
Toolbar click the down arrow to the right of the Visible
Objects button and select Flat to turn smooth rendering
off. 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 2 of this Tutorial or click here to
download the sample model. |
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 | In this part of the tutorial we will need a perspective view and an orthographic view.
You will need to switch back and forth between orthographic front view and top view as
needed.
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->Front
from the popup menu. Note that Front means front of the scene rather than front view of
the model. In this case, a front view displays the side view of the model because of the
way the model is oriented. |
|
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 | Enter Face Selection Mode by clicking on
on the Edit
Toolbar. Select a the face shown.
Click on
to perform the Extrusion Operation.
Set the parameters for the Extrude Operation to an Extrusion of 0 and a Bevel Amount of
-.3. This will extrude the face 0 units and bevel it -.3 units. This will
result in the face being subdivided.
Repeat for the face on the opposite side of the object.
These faces will be the origins of the flippers. |
|
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 | Select the face indicated and extrude it.
Again, this will result in the face being subdivided as in the step above.
This will be the origin of the Dorsal fin. |
|
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 | Select the face indicated and the face on the opposite side. |
|
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 | Using the orthographic view, drag the face down using the Edit control, or by clicking
and dragging on the face. |
|
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 | Hover over the face indicated. Hovering over one of
the corners will expose the point handle. Drag these handles to reshape the face as
shown.
Repeat for the other side. You can view the other side of the object
by right-clicking on the lower view, and selecting View->Orthographic->Rear
from the popup menu. |
|
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 | Right-Click on the lower view, and select View->Orthographic->Top
from the popup menu. |
|
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 | Reshape the selected face as shown using the point handles. |
|
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 | The flippers and dorsal fin must produce a crease where they meet the body. If we were
to extrude the origin faces, the result would be unsatisfactory. To correct this, we
further subdivide these origins.
Select a flipper origin.
Click on
to do
an extrusion. Set the Extrusion parameters to 0 and the Bevel Amount to -.01.
This will create a subdivision.
Repeat for the other origin faces.
I have shown the result in wireframe mode so that you can see more clearly the resulting
subdivision.
On the Primary
Toolbar click the down arrow to the right of the Visible
Objects button and select Wireframe to change to wireframe
mode
|
|
 |
 | Select a flipper origin. Set the Extrusion Amount to .5 and the Bevel Amount to 0.
Extrude the face.
Repeat for the other flipper's origin. |
|
 |
 | Select each of the extruded faces.
Using the orthographic view, drag the faces backwards as shown using the Edit Control. |
|
 |
 | Now drag the faces downward. You will need to switch to an orthographic front view to do
this.
It is usually easier to judge position with orthographic views, but you could as an
alternative right-click on the selected faces and drag downwards.
|
|
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 | Scale the faces as shown. |
|
 |
 | Select one of the extruded faces. Set the Extrusion Amount to .3 and the Bevel Amount to
0.
Extrude the face.
Repeat for the face on the opposite side.
Scale the extruded faces as shown. |
|
 |
 | Select one of the extruded faces. Set the Extrusion Amount to .1 and the Bevel
Amount to 0.
Click on
to do the extrusion.
Repeat for the face on the opposite side.
Select both extruded faces and shift them backwards as shown using the orthographic top
view. |
|
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 | Again, extrude the outermost face on each of the flippers and shift them as shown. |
|
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 | Select the origin of the Dorsal fin. |
|
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 | Extrude the face with an Extrusion Amount to .02 and the Bevel Amount to 0.
Shift it backwards as shown. |
|
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 | Extrude one more time and shift the result backwards as shown. |
|
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 | Apply the
Smooth Operation
with a Level of 2.
|
|
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 | Turn 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
Crease Operation and adjust the slider to the far left so that there is no creasing.There we have it. A completed whale. The only problem is that it is pink. We'll resolve
that in Part 4 of this tutorial.
If you chose to have Smoothing turned on for automatic smoothing you
will need to commit the smoothing changes before moving to the next
step. To do this right-click on the model, choose Properties,
and click the Commit button next to the Smoothing Level.
Click here
to download the model completed in this part of this tutorial.
Notice that the final result produced bulges at the extruded flippers and dorsal fin. This
is one of the by products of face subdivision. This is acceptable for this whale since this
is a model of a humpback whale (with considerable artistic license taken) which has bulges
in those places. If we didn't want bulges, we would have done a single smooth operation
prior to adding the flippers and dorsal fin. For simplicity in this tutorial we have
avoided this since it adds a number of modeling steps. |
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