| 47 | == Using Modifiers == |
| 48 | Creating a symmetric model can save a lot of time. You do not have to model two symmetric halves, you can model half the model and mirror it to the desired symmetric result. This is done using Blender's mirror modifier. There is also a modifier for making your model smoother, called Subdivision Surface Modifier (short subsurf). You'll learn how to use these modifiers, but there are many more, of course. |
| 49 | ||Although latest space ships are not all symmetric, we will create a symmetric one here. Start with a 1x2x2 cude and subdivide it once.||[[Image(ship1.png, right)]]|| |
| 50 | ||Extrude faces in x-, y- z- and -x-direction as shown in the picture.||[[Image(ship2.PNG, right)]]|| |
| 51 | ||This doesn't look like a space ship at all yet, that's why we will use modifiers.||[[Image(ship3.png, right)]]|| |
| 52 | ||To use the mirror modifier it is best to first remove all faces in the mirroring plane. Otherwise, mirroring will result in a mesh with faces inside, a non-manifold mesh. This is something we don't want, so select the faces in the x-z-plane and erase them by hitting X and selecting ''Faces''.||[[Image(ship4.png, right)]]|| |
| 53 | ||Exit Edit mode with TAB and make sure you see the Editing menu in the buttons window (F9). Select your ship,m it should by now look like this. You can clearly see the big hole in its side, where you deleted the faces||[[Image(ship5.png, right)]]|| |
| 54 | ||In the ''Modifiers'' tab of the Editing menu, click ''Add Modifier''. Check ''Y'' and uncheck ''X'' to mirror along the y-axis. If your model looks crappy, make sure, the object center lies in the mirror plane.||[[Image(mirror.png, right)]]|| |
| 55 | |