Blender is a free and open-source 3D computer graphics software product used for creating animated films, visual effects, interactive 3D applications or video games.
Blender's features include 3D modeling, UV unwrapping, texturing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, animating, match moving, camera tracking, rendering, video editing and compositing. It also features a built-in game engine.
Blender has a relatively small installation size, of about 70 megabytes for builds and 115 megabytes for official releases. Official versions of the software are released for GNU/Linux, Mac OS X, Microsoft Windows, and FreeBSD in both 32 and 64 bits. Though it is often distributed without extensive example scenes found in some other programs.
This time the tutorial is a text tutorial. Orginally it was supposed to be a video tutorial but it was not to be. Also, for the first time, there’ll be two things at the bottom; the best pictures created with the tutorial, and also some inspirational pictures that go with the tutorial.
The final result:
The tutorial begins.
With this duplicated watch band piece, go to the mirror modifier (there should already be one) and check “Y” and “Clipping.”
Delete the vertices selected.
Create faces (you will need to extrude single vertices) in the selected area.
To remove the black area, delete the faces selected.
Your mesh should now be clean.
Add an array to the new watch band piece, change the array count to 7 (or however much you’d like), change the default “X” value of the relative offset to 0 and the “Y” value to -1. Do the same for the middle part of the watch band.
There’s one more piece of the watch band to create. Add a cube right in the center of the watch band.
In Edit Mode (not Object Mode) move and scale the cube to the area and size you see in the picture.
Add a mirror modifier and make sure it’s mirroring on the X-axis. The mesh should be mirrored on the other side of the watch band.
Add a loop cut in the center of the cube and deleted the vertices selected.
Add another mirror after the other mirror modifier. Uncheck “X” and check “Y.” Again, check “Clipping if you don’t wish the mesh and mirror to seperate.
Add a subsurf modifier and set the view and render amount to 3.
source: Blender Mesh
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