Think Different Multimedia: Modeling

Modeling

Modeling
• Direct mesh editing: A more traditional approach 
commonly used by professional modelers
• Sculpting: A fast and fun way of shaping a model, 
also useful for fine details like wrinkles

What Is a Mesh?
Origin Point

Edges

Vertices

Faces

Edit Mode
USING THE TAB KEY TO 
SWITCH MODES


Select Object

Some Mesh-Editing Tools
Extrude

Press the E key and
then move your
mouse slightly.

Pressing Alt+E will
give you a variety of
options

Some Mesh-Editing Tools
Fill

The fill command (F key)
creates a new face from
selected vertices.


Simply select three or
four vertices and press F
to make a face from the
selection

Some Mesh-Editing Tools
Merging Vertices

In vertex select mode,
you can select a
number of vertices
and then press Alt+M
to bring up the “Merge
vertices” menu

Some Mesh-Editing Tools
Joining and Separating Mesh Objects

In object mode, it is possible to combine separate
mesh objects into one by Shift-RMB-selecting them

and pressing Ctrl+J.

Likewise, in edit mode, it is possible to split a mesh
into different objects with the P key. Generally, the
workflow is to select the faces you wish to separate,
press P, and choose Selection from the pop-up menu.
Choosing “By loose parts” will make Blender separate
an object into separate pieces

Background Images

Example Modeling Through Mesh
Editing


Many objects are symmetrical (including people,
animals, boats, cars, planes, chairs, tables,
space aliens, and monsters).

The Mirror Modifier: Making a Mirror

Cube

A Note on Modifiers

Smoothing a Mesh



The Subsurface Modifier
The Multiresolution Modifier

Box-Modeling a Man

Box-Modeling a Man
Figure 3–27. Example of box modeling. 
This model started as cube with a 
mirror modifier (see the
following section), and faces were 
extruded out to form the torso and head, 
and then the legs and

arms. Note that to get accurate shapes, 
some individual vertex positions had to 
be adjusted.

Sculpt Mode

Getting into Position


Go to front view (numpad 1), and then move the
view slightly off center by holding down the MMB
and dragging the mouse to one side. Have the y
(green) axis/arrow pointing toward you;
something like what is shown in Figure 3–28 is
fine. Roll your MW to zoom in so that the cube
takes up most of the screen space. Make sure
the cube is selected by RMB-clicking it.

Adding a Multiresolution Modifier


Starting to Sculpt

Types of Brushes

Types of Brushes

Changing Brush Size and Strength

Changing Brush Size and Strength