Ceci est une ancienne révision du document !
Last month, we introduced SubsSurf (Subdivision Surface), a very useful modifier to create smooth, high quality models. You have to practice a lot to get familiar with this tool to reveal its powers. Let’s see some examples
Create an egg
Start a new project in blender and add (if it’s not already present) a cube.
With the mouse in the 3d view window, press the tab key to enter edit mode. Press the A key to deselect all vertices and select the four upper vertices.
Press the S key and 0.5 to scale down the selected face by 50%. Then press the G key (G for Grab) and 0.1 to move the selected face up. We have something like a Mayan pyramid now. Press the tab key to exit edit mode and return to object mode.
This is the power of Subsurf – from a pyramid we can have an egg! Now go to the properties panel on the right and select the modifiers tab indicated by a wrench to access the subsurf modifier. Add the modifier, and increase the View and Render values to 3. On the left, under the objects tools tab, apply the smooth shader. We got an egg.
Tip: The “non-destructive way” is something that you can get when you use modifiers. You create an object by using a modifier, but, if you decide not to use the modifier, it’s very easy just to delete the modifier or alter it. The actual starting model is there “underneath” your effects. When you hit apply under the modifier's tab, you “destroy” this functionality.
OK. We have seen subsurf in a non-destructive way. Now we can see what mesh we can actually create by applying our modifier to the models.
Create a bullet
To tell you the truth, I'm not a big fan of guns and bullets. But, when you have to model an object, you have to know what it looks like. Thank God we have google and a lot of image banks for that. So, after some clicks, I found a bullet image to work with. (In the next article I'll show you how we use images as a blueprint to model objects).
Let’s start a brand new project with a cube in it. On the cube, add a subssurf modifier, and increase View and Render to 3. Press S to scale your cube, Z for the Z axis, and 1.5 for the scaling. Press the tab key for edit mode. Select the four upper vertices and press the E key for extrude. Around 1 will be fine. Press Ctrl-R for an edge loop-cut. You must have something like the image below.
As you press the mouse button to accept the loop-cut, move it down – near the base of your model. Notice that the modified object changes its shape. Switch to object mode to apply the modifier. Now we can accept the modifier by clicking Apply under the modifier's tab.
Go back to edit mode to see what just happened. We have a mesh created by subsurf modifier!
Press Alt-Ctrl-R for edge ring selection.
Press E and Enter key to confirm the extrusion. Press S to scale your selection a very little bit. Press G to move your selection down almost at the center of your bullet. Scale it up a little to create something like the image below.
Ok. We have a basic shape of a bullet. Adjust anything you like, start a new project and create a rocket or something using the subsurf modifier. When you are happy with your modified shape, apply the modifier and continue from there to finish your project. Remember that when you apply a modifier, you have a new mesh and you can re-apply a modifier if you like. In a later stage we can talk about modifiers stuck and how it works.
Next month, we will introduce Bezier curves, and I'll model my favorite team's logo.
For this month, I can suggest blendswap.com community. 3D artists around the world can post their work in blender there and have actual job opportunities!