[blip.tv 11KBnet3AA 320 200] | The Tutorial explains, how to create an LOD invariant I-Beam.Important Note: Please take a minute to read the Tutorial license terms. |
High quality download i-beams.wmv
Transcription
Hello and welcome again!
Today we will create an LOD-invariant I-beam.
We start with a new sculpty using 16 X-faces and 4 Y-faces.
We will use 2 subdivisions of type simple, and we will use the cylinder as our starting template.
And finally we will work in Multi-res mode.
In top-view,let’s go to edit mode, and there look-up the multi-res control panel.
Go to multi-res-level 1.
Now delete all higher multi-res levels.
Rotate the sculpty by 11.25 degrees.
Scale the top and bottom-level vertices along the x-axis,
until they are located above and below the next-level vertices.
Now select the remaining eight inner-vertices, and scale them along the X-axis .
These vertices will make up the eye-beam’s central part.
When the x-position is convenient, scale them along y.
The central part of the construction is now almost ready.
But we still have to align the inner-most 4 vertices.
And then shift them along the y-axis, until they are positioned exactly
at the inner corners of the set(s+) eye-beam set(s–) .
Now we align the vertices so that they form a rectangular shape with sharp edges.
We also will adjust the width and the height of the whole construction,
so that it finally ends up with the typical eye-beam-shape.
Now the eye-beam is almost finished. We still need to close the top and the bottom
of the object. We do this, by selecting the upper-edge loop, and then scale the selected
vertices down to zero \pause=30 along the x-axis.
Lets do the same for the bottom-edge loop.
Then we go to front view, and scale up the inner part of the object by a factor of 2.
And here it is: a perfect LOD invariant \pause=0 set(s+) eye-beam set(s–) .
Bake the sculptmap, save it to disk, and enjoy your eye-beam in OpenSim or your preferred online world.
Have a nice day!