You’ll create the top
portion of the helmet mesh from a cube primitive using the image
planes as a reference. Primitive objects are one method for starting 3D
meshes because they can be modified to create other forms.
To create a cube primitive for the helmet
- Ensure you are working in the perspective
Create > Polygon Primitives > Cube > .
- In the options window, select Edit
> Reset Settings, and then set the following:
- Width: 14
- Height: 14
- Depth: 14
- Width divisions:
- Height divisions:
- Depth divisions:
- Click the Create button.
cube primitive is created at the origin with the dimensions you
specified and one subdivision around the middle. This cube primitive
is comprised of four-sided polygon faces called quads. Quad
polygons are used frequently with 3D character models as they are
easily smoothed and deform well when bound into a skeleton.
You can smooth the cube
so it appears more rounded on the corners and subdivide it into
smaller faces using the Smooth feature.
To smooth and subdivide the cube primitive
- With the cube still selected in the scene
Mesh > Smooth > , and
set the following options in the window that appears:
- Division levels:
- Click the Smooth button
The cube primitive is
smoothed and is rounded at its corners. The cube has also been subdivided
into smaller faces.
The polygon faces are
still four-sided even though their shape and position have been
modified by the smooth operation.
NoteIf the top, domed
portion of the smoothed cube doesn’t roughly match the helmet sketches
as indicated in the image below, scale the cube with the Scale
Tool to make it match.
To rename the polygon mesh
- With the cube still selected, rename
the cube primitive using the Channel Box from pCube1 to helmetmesh.