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CGS 3220 Lecture 3. Introduction to Computer Aided Modeling Instructor: Brent Rossen. Adding Details – Overview. How to extrude polygonal faces How to move faces How to delete faces How to combine objects How to move the pivot point About construction history

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CGS 3220 Lecture 3

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Cgs 3220 lecture 3

CGS 3220Lecture 3

Introduction to Computer Aided Modeling

Instructor: Brent Rossen


Adding details overview

Adding Details – Overview

  • How to extrude polygonal faces

  • How to move faces

  • How to delete faces

  • How to combine objects

  • How to move the pivot point

  • About construction history

  • How to delete construction history


Opening your file

Opening your file

  • Ctrl+o or File > Open Scene

  • If you can’t find your scene, you haven’t set your project

  • Either, cancel and File > Project > set or click Set Project… in the bottom right of the dialog box

  • Since we’ll be making changes, be sure to save the scene as a new scene, File > Save Scene As…, name it “Garage02”


Garage opening

Garage Opening

  • To make the garage door, let’s start by changing the room’s geometry and make an opening

  • First, let’s add some geometry by changing the number of subdivisions

  • Select the garage input in the channel box

  • Click drag all the subdivision items and MMB+drag to the right to increase the attributes to 5 (virtual slider)


Extruding polygonal faces

Extruding Polygonal Faces

  • Extruding polygons is one of your main methods for making changes to geometry.

  • To extrude faces:

    • Hit F11 to display faces in component mode

    • Select the appropriate faces for the garage

    • Edit Polygons > Extrude Face

    • An all in one manipulator will appear

    • Use the translation portion of the manipulator, grab the blue axis and bring it in a little to make a border


Extrude and scale

Extrude and Scale

  • Edit Polygons > Extrude Face again

  • LMB+drag the square to scale the extruded faces smaller in z, y

  • LMB+drag the yellow translation arrow to move the bottom border even with the floor


Door frame

Door Frame

  • Extrude again

  • Translate the faces towards the outside of the garage to create the inside door frame

  • Now delete the selected faces

    • This creates the door opening


Garage door

Garage Door

  • Now lets make the door to fit in the opening

    • We’ll model a single plank

    • Then duplicate it like last lecture to make the rest

    • Then combine the pieces together to make a single door

  • Create > Polygon Primitives > Cube

  • Move the cube to the bottom of the door frame

  • Scale the cube into a plank, rename it plank


One more plank

One More Plank

  • Rotate the plank a little towards the inside of the garage

  • Edit > Duplicate Options, reset, then dup

  • Move the second plank up so the bottom touches the top of the last one

  • Scale both planks out until they are just touching


Many more planks

Many More Planks!

  • Figure out the difference in height by subtracting the height of the bottom plank from the height of the top using the channel box

  • Edit > Duplicate options

    • Copies: 6

    • Translate Y: top – bottom


Combining polys

Combining Polys

  • Now that we’re done with making the door, let’s simplify door manipulation by combining them all into one big piece

  • With them all selected: polygon > combine

  • Rename the new model to garageDoor


Adjusting pivots

Adjusting Pivots

  • When new objects are combined, the pivot point is placed the center of the world, we want it in the center of the object

    • To automatically center the pivot

      • Modify > Center Pivot

    • To move the pivot point manually, press the insert key (Home on Macs)

      • Move it around, then hit insert again to get back to regular manipulators

      • Let’s move it so the garage door appears to open correctly


Doorknob

Doorknob

  • Now we’ll give the door a doorknob, so our characters have something to grab when they want to open it

  • Make a new polygon primitive cube and rename it knob

  • Input:

    • Width: .5, Height: .25, Depth: .25

    • Subdivisions Width: 2

    • Move it to an appropriate place on the door


Symetric faces

Symetric Faces

  • Extrude the two faces on each side of the front cube as shown

  • After you extrude, you can move one face, and the other face will be moved symmetrically.

    • The faces are moved based on the face’s own normal


More knob

More Knob

  • Continue extruding and moving until you get the look in the image

  • To finish it, smooth the doorknob

  • RMB > Object Mode

  • Polygon > Smooth


Construction history

Construction History

  • All the different tools used on the doorknob are still accessible from the inputs section of the channel box

  • Select one of them and you can make changes to what you have already done, without losing work you’ve done later

    • The extrude manipulator is displayed if you select one of them

    • Let’s try changing some settings


Deleting history

Deleting History

  • Keeping all that history around is intensive for both calculation and size

    • especially later when you are working with high poly characters

  • Now that we’re sure the doorknob is done, let’s get rid of the history

    • Edit > Delete by type > History

    • To delete all history in the scene: Edit > Delete all by type > History


Conclusion

Conclusion

  • Save your scene!

  • There’s lots more to polygonal modeling, but you can create a wide range of things with what you’ve just learned

  • We’ll get more in-depth with modeling later, for now, we’ll try to experience many different 3d Modeling and Animation topics

  • In the next lesson, we add colors to the scene with shaders and textures


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