Introduction
  • Modeling Basics, building Part 1
  • Modeling Basics, building Part 2
  • Modeling Basics, building Part 3
  • Make your UVs
  • Render to texture
  • Make COLs
  • Make TXDs
  • IDE/IPL Definitions, LOD
  • Basic prelighting
  • Radiosity
  • 2DFX
  • Particles
  • Reflections maps
  • Realtime Reflection
  • MAP I/O Batch import/Export
  • Make paths
  • Firefox 2

    Modeling Basics, building : PART 2
    In this second part we will explore the Editable Poly functions. To master them you will need to model more than a tutorial time, and with experience you'll be able to create things with your own techniques, taking less production time.

    1.2.1 Extruding stuff

    First ways of extruding, polygons ones. You have multiples ways to extrude faces in Editable Poly mode : Extrude, Bevel, Hinge from Edge, Extrude Along Spline. Go into the polygon mode !

    A) Extrude

     

    1. Will let you extrude by draging your mouse along the polygon, into each of your viewports, But you should keep in mind working into Perspective view the most.

    2. That small window is the settings one, use it to extrude by typing advanced parameters, and have a better control. That small button is available nexto each of the parameterable functions !


    The 'Group' extrusion mode is a grouped polygon extrusion that will keep all the edges connected however you extrude.
    The 'Local Normal'
    uses the normals of each of the vertex to extrude along them. It's very useful in many situations.
    'By Polygon'
    is just as it says a way to extrude any selected face separately in a batch way.


    Start with an extrusion of the four polygons on top of your box. Extrude them by 2 units high :

    A surface normal, or simply normal, to a flat surface is a vector which is perpendicular to that surface. A normal to a non-flat surface at a point P on the surface is a vector perpendicular to the tangent plane to that surface at P. The word "normal" is also used as an adjective: a line normal to a plane, the normal component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality.

    B) Bevel

     

    The Bevel function will give you one setting more compared to Extrude function.


    The 'Group' extrusion mode is a grouped polygon extrusion that will keep all the edges connected however you extrude.
    The 'Local Normal'
    uses the normals of each of the vertex to extrude along them. It's very useful in many situations.
    'By Polygon'
    is just as it says a way to extrude any selected face separately in a batch way.
    'Outline amount' will define how much the surface get scaled.

    Continue by beveling' the center polygon by 10 units high and -1 units outline :


    C) Hinge from Edge

     

    Hinge from edge is used to extrude a polygone along a rotation defined by a Edge into the object. Can be useful from time to time, but not used that much.


    Angle : the complete rotation the function will end at.
    Segments : simple the number of segments the function will use to run the hinge.
    Current Hinge : First Click it and second select a Edge into the viewport to hinge around.

    1.Select the same polygon as me, and click 'Hinge from Edge'.

    2.Then type the following values into the settings window, and click 'Pick Edge'.

    3.Select the top of the box's Edge in red on the picture, and Apply the Hinge.

    D) Extrude Along Spline

     

    Using Extrude Along Spline, you can follow one spline's path to extrude your mesh. Notice that the extrusion will be made from the mesh following the shape of the spline, but it'll not stick to it. You can create the spline to follow everywhere in your scene, the only thing to keep in mind is the spline should be created in the same view/plan as the polygon to guarantee good results.

    Okay, now that you know some of the main extrude methods, we're going a step forward to Edge mode !

    1.2.2 Edge mode useful functions

    First ways of extruding, polygons ones. You have multiples ways to extrude faces in Editable Poly mode : Extrude, Bevel, Hinge from Edge, Extrude Along Spline. Go into the polygon mode !

    A) Chamfer

     

    Chamfering edges on your meshes will always give better results, because when computing a lighting to a mesh corner, having one more small segment simulate lighting will be a big plus. Don't use it too much neither, in which case you could "kill" the Hard Edge aspect of a mesh.


    Chamfer all the edges of the next picture following those parameters. Selecting the 'Open' mode will remove the chamfered polygons.

    B) Extrude Edge

     

    Extrude edge can help getting cut lines into your meshes.


    Extrude all the edges of the next picture following those parameters.
    The Extrusion Base Width defines how large is the base used to extrude the edges.

    Now let's explore one of the Vertex mode functions, we will see other functions later, as the tutorials need it to go along !

    1.2.3 Vertex mode useful function

    A) Weld Vertex

     

    You can use the weld function to fuse multiple vertex into one, depending of the threshold used. That's a very very useful function to optimize stuff ion your meshes and we will use it alot. Now note that if you only want to collapse two vertex into one, you can go faster using the Collapse function.


    Select all the
    vertex at the top of the cube, and weld them using those parameters :

    Now that you've been succesful going through those steps, you have enough experience to start the modeling of a small house, I will now explain how to get it to the end step by step, but with less images for the known functions. Every time an important new function is used, a small advice box will help you understand it !

    Modeling Basics, building
    PART 3 : A small building modeling