Low Poly Modeling |
Ok, now that we have finished with the level, we can start
making the model. The Dizzy Torpedo. By the end of this section you will acomplish a good modeling skill. Again, like the level, it is very simple to achieve, as it´s consist basically of a body and the propeller engine. So, shall we start. |
Modeling |
1 Open the
MED Application. 1.1 Click File/Save As, choose the path and the name you like for it, or you can name it Dizzy_Torp.mdl , in the file tipe choose mdl5, which is the native format used by the GameStudio engine. 1.2 To start making the torpedo´s body. Click the ![]() |
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2
If it´s not selected, just click the ![]() 2.1 In the ![]() ![]() |
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3 Click
the ![]() ![]() |
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4 Click
the ![]() ![]() Don´t worry if its not the same size as this image. |
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5 Turn on
the ![]() ![]() |
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6 With the left edge still selected,
Click the ![]() |
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6.1 This is the result of the Extrusion. |
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7 ![]() |
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7.1 ![]() |
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8 We are
almost finishing the body, But we still need a rounded "Head"
for the torpedo. 8.1 Remenber to save your file constantly File/Save or use the key combination CTRL+C on your keyboard. 8.2 Click the ![]() 8.3 ![]() ![]() ![]() 8.4 In ![]() ![]() |
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9 Turn on
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9.1 Now, hit DEL on the keyboard, we won´t be needing those vertex points anymore. |
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10 ![]() ![]() |
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10.1
With the sphere still selected aline the vertex points with the
cylinder points, using the ![]() ![]() |
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11 Now we need to ![]() 11.1 Hit DEL on the keyboard again, we won´t need that face too. |
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12 With the ![]() ![]() 12.1 Click the ![]() |
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12.2
This is a welded vertex point below. Now the sphere and the cylinder are
becoming one torpedo piece. 12.3 Repeat the process for the remaining points, using the ![]() ![]() |
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13 After
welding all the vertex points, if you end up with something like
this image: |
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13.1 Don´t
worry, we just need to ![]() ![]() |
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14 Now we
can forget about this part of the model and go to the other side, to make
the propulsion propeller. 14.1 With the ![]() ![]() |
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14.2
Click ![]() |
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14.3
Click ![]() |
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14.4 ![]() |
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14.5 ![]() |
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14.6 ![]() |
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14.7 ![]() |
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14.8
Now the final touch. Change for ![]() ![]() ![]() ![]() |
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15 Now we
got our model ready to receive a skin, as we will see in the UV Mapping
section. But still, one little detail remains. If we had this model in the level right now, and telling to the engine to simply move the model to walk forward, we would notice that it is turned opposite, i mean, the propeller would be on front. Plus the engine makes an invisible box around the model, and using a Origin for it (the Cross in the middle of the views), for detection purposes, this way, our model won´t be half inside and half outside a wall, for instance, which is not what we want. 15.1 To resolve the colision detection problem, ![]() ![]() ![]() ![]() ![]() 15.2 ![]() |
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That´s it for the model. We could have detailed a lot more, but the scope here was to make enough shape to looks like a torpedo, without using many faces, as the model can become heavy, wich is not good for just a torpedo. |
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- 2004 |