Creating a Model Step-by-Step - Part 2

In Part 2 of this tutorial we continue with our transformation of a cube into a whale by adding the tail flukes.

As always, when modeling it helps to have a photo or physical model of the object you want to create to use as a reference. I based this model on a few photos of whales that I found on the Internet.

Click Button-Toolbar-RenderSmooth.gif (176 bytes) on the Primary Toolbar to turn Smooth Rendering off. Smooth Rendering is typically used for final rendering of scenes. During the modeling phase however it tends to obscure the details of an object making modeling more difficult.

Open the model you created in Part 1 of this Tutorial or click here to download the sample model.

 

TutorialBlockModeling2-1.gif (14622 bytes)

 

In part 1 of this tutorial we viewed our model exclusively in perspective mode. In this part it will be helpful to have not only a perspective view, but also an orthographic Top view.

Select View Selection from the View menu. Choose the icon in the upper right hand corner that shows a single horizontal line.

Right-Click on the lower view, and select View->Orthographic->Top from the popup menu.

 

TutorialBlockModeling2-2.gif (15077 bytes)

 

Enter Face Selection Mode by clicking on Button-Toolbar-SelectFace.gif (906 bytes) on the Edit Toolbar. Select the face indicated.

Set the parameters for the Extrude Operation, on the Operations Panel, by right clicking on Operation-Extrude.gif (924 bytes). An Extrusion Amount of .2 and a Bevel Amount of 0 is required. This will extrude the face .2 units and bevel it 0 units.

Click on Operation-Extrude.gif (924 bytes) to perform the Extrusion Operation.

Repeat for the face on the opposite side of the model.

 

TutorialBlockModeling2-3.gif (15537 bytes)

 

We now have the beginnings of the tail flukes

Select each of the extruded faces.
TutorialBlockModeling2-4.gif (15167 bytes)

 

Using the top view, drag the faces backwards as shown using the Edit Control.

Multiple face can be shifted at the same time. This helps with this task in particular because it ensures that they are shifted an equal amount.
TutorialBlockModeling2-5.gif (15845 bytes)

 

Select one of the faces extruded and extrude it two more times.

Repeat for the other side.
TutorialBlockModeling2-6.gif (15829 bytes)

 

Select and scale each the extrude faces as shown.
TutorialBlockModeling2-7.gif (15775 bytes)

 

Extrude each of the faces one more time.
TutorialBlockModeling2-8.gif (16026 bytes)

 

Scale the faces as shown.
TutorialBlockModeling2-9.gif (15974 bytes)

 

Select the two extruded faces and move them forwards using the orthographic view.
TutorialBlockModeling2-10.gif (15986 bytes)

 

Do a test Smooth.

Apply the Operation-Smooth.gif (525 bytes) Smooth Operation two times.

Apply the Operation-Crease.gif (514 bytes) Crease Operation and adjust the slider to the far left so that there is no creasing.

 

TutorialBlockModeling2-11.gif (20382 bytes)

 

Click Button-Toolbar-RenderSmooth.gif (176 bytes) to turn Smooth Rendering on.

It is starting to look very much like a whale.

Undo the Crease and Smooth operations prior to moving on to Part 3 of this tutorial.

Click here to download the model completed in this part of this tutorial.
TutorialBlockModeling2-12.gif (17974 bytes)