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PAGE 2 We will now do things to the large central Polygon on the front face. Still in Perspective View, choose the Polygon Tool and the Live Selection Tool. With OSV ON in its Active Tool Manager, click on that Polygon to select it. Choose the Move Active Item Tool and drag the Z-axiz (blue) ARROW of the Polygon to the left to pull the Polygon out of the Object (left image): Now de-activate the HyperNURBS Object in the Object Manager by clicking on its red tick to change it to a cross to get what is in the right image: The rounding effect of HyperNURBS can be clearly seen in the first image. Of course, the dragging of the Polygon can be done on any Cube without the use of HyperNURBS - the result would be the same as in the right hand image.)
Change to Perspective view and use the Rotate Icon in the Viewport to look at the effect all round the Object (left image): With the 8 new Edges still selected, and the Edge Tool also chosen, choose the Scale Tool. Activate the X-axis (Main Menu Bar > Tools > X-Axis/Heading) Now lets sharpen the end of the "nose". This could be done using the Edge Tool to create more Edges but we will use the Extrude Tool instead to do the same. In Perspective View, and with the Polygon Tool and Live Selection Tools chosen, select Don't ask me what it is! As an extra bit of excitement, with OSV ON, select the middle Polygon on the right face of the square part of the object and delete it (use the keyboard's normal Delete Key). A rounded hole appears. To make it more sharply rectangular, create two new Edges near its left and right ends, and then change to Perspective View and use the Viewport's Rotate Icon to confirm the hole in one side of the object. Now let's do some real modelling - the creation of an engineering part used in the animation of a steam engine - the top of one of the Crosshead Guides as shown in the image at the top of Page 1 of this tutorial. SECTION 2: REAL MODELLING - A STEAM ENGINE PART STAGE 1: MAIN BODY This will become the object shown at the top of the first page of this tutorial. Create a Primitive Cube (Main Menu Bar > Objects > Primitive > Cube). In Front View, increase its X-dimension to 800 m. (To do that, select the Cube in the Object Manager, open the Coordinates Manager, choose the Model Tool and the Move Active Element Tool and drag the Cubes right hand red dot until its X-dimension reaches about 800.) This will be the length of our object. Confirm that its Y and Z dimensions are each 200 m.) Create a HyperNURBS Object (Main Menu Bar > Objects >
Then repeat with two more uses of the Knife Tool to sharpen the left and the bottom of Body. (The bottom is inevitably very slightly curved where the side meets the base, but I found that if I used Point Weighting, which produces a very flat base, there was a slight fault at the bottom four corners when rendered) :
NOTE: (If you do some experiments of your own extra to this tutorial, check from time-to-time that Body remains Selected in the Objects Manager.) Next, we must raise the top surface in the middle. As a |
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