Modeling a fantasy tower with modifiers
This tutorial has been created with the goal of learning to model with modifiers in Blender 2.5 version. This will model a tower and apply different modifiers deformations with fancy appearance. This will learn the basic concept of much of modifiers and their application. Everything and so may not be the most appropriate way of modeling (especially using Boolean which I suggest limiting their use by destructively having to create the mesh), but examples are presented here only to learn and apply the use of modifiers for practical purposes, and so on which have notions have possibilities and applications in shaping.
Creating the base with Boolean modifier
We added a subsurf modifier to the cube by defeecto and in “Simple” we put the View and Render to put 3, then apply the modifier by clicking “Apply”. We add a sphere, we turned and climbed with “S” placing it in the bucket a little lower. With the selected cube we add a Boolean modifier with “Operation: Difference” and the name of the field in the cell “Object”, then we apply it to “Apply” and delete the field with “X” or Delete
We add a cone 8 vertices and positioned on top of the cube and then climbed with “S”.
We return to Object mode and the selected cube Boolean add a modifier to “Operation: Union”, the cone cell in the “Object” and apply it with Apply.
We add a modifier Subsurf Simple Mode with View and Render to 3. Edit mode is entered (Table) and select the center of the base vertex to delete it with the “X” or Del. We return to Object mode to apply the modifier to Apply button and enter Edit mode again. Select the base loop with Alt + RMB to extrude with “E” and then pressing Alt + M join all the vertices in the center.
We add a modifier Subsurf Simple Mode with View and Render to 3. Edit mode is entered (Table) and select the center of the base vertex to delete it with the “X” or Del. We return to Object mode to apply the modifier to Apply button and enter Edit mode again. Select the base loop with Alt + RMB to extrude with “E” and then pressing Alt + M
With the cube selected add just add a Boolean modifier with “Operation: Interesct” and the cylinder in the cell “Object”. Before applying the modifier, rotate the cube in the “Z axis” to the position, as we see, we have a less expensive and then apply the modifier to Apply. Let us remember again the new figure rotated to position 0 ° in the Z axis
This time not even delete the cube, but first with the first bucket (ie the figure of the roof and the arch) selected,add a Boolean modifier to “Operation: Union” and the name of the second bucket (so the figure of the basis we just created) in the cell “Object”, and applied it with Apply. Then delete the base figure.
Then select the cylinder and climb and positioned to make the inside of the rail as shown in the image. Then again select the figure of the tower and add a Boolean modifier with “Operation: Difference” and cylinder “Object”. Then delete the cylinder. * When performing Boolean operations with Boolean modifier, we usually vertices and edges are double, meaning that they are very close together and are not needed in many cases must be arranged by the resulting mesh created us to faces or vertices unnecessary or desired. In the buttons “Remove” in the toolbox find some of the most used to fix a mesh ... With the resulting figure (tower) selected enter “Edit” mode, press “A” to select all vertices, press the button “Remobe Doubles” in the toolbox, and we put the slider appears under “Merge Threshold “to 0.0100.
We appear at the head of an information message display of the vertices that were deleted and they were very close together.
Edge Smoothing with Split If you look at the figure we see that the songs created and polygons that form are very marked. If you do not want it to be so we can smooth them with the “Smooth” from the toolbox.
Although perhaps not obtain the desired result because some of the faces of our figure may not want to soften.
With the selected tower enter Edit mode (Tab) and select all the vertices of the roof. Then in the properties panel “Object Data” assign a new vertex group by pressing the “+” tab “Vertex Groups” and when we have only selected vertices roof press the button “Assign”. For more control of smoothing have the modifier “Edge Split” which is found in the windows “Modifiers” in the Properties Panel. In the “Add Modifier” we can add it and the slider “SplitAngle” tab of the switch can choose the angle from
Modeling the roof with Displace
With the selected tower enter Edit mode (Tab) and select all the vertices of the roof. Then in the properties panel “Object Data” assign a new vertex group by pressing the “+” tab “Vertex Groups” and when we have only selected vertices roof press the button “Assign”.
When we assigned the vertex group going to the properties panel of “Texture”. In “Type” select “Wood” and press Tab Wood “Rings” and “Saw”. Disable activated haigan the boxes on the “Influence”.
Then add a modifier “Displace” modifier list “Add Modifiers” panel properties “Modifiers” and insert in the cell “Texture” tab of the switch you just added, the name of the texture we have created earlier. And in the cell “Vertex Groups” on behalf of vertices.s.
Now we can change some settings to model to our liking, even try with other textures ... Below is a series of samples in which have changed the settings to see some of the results that can be created.
DIRECTION: The direction in which the displacement occurs. MIDLEVEL: average level of displacement. STRENGTH: degree of displacement or force.
direction: normal direction: normal
direction: z
midlevel: 0.200
midlevel: 0.500
midlevel: 0.500
strenght: 0.500
strenght:-1.200
strenght: 0.500
direction: z midlevel: 0.500 strenght: 0.500
These last three samples have enabled “Sine” instead of “Saw” tab in the properties panel Wood “Texture”.
Cast deforming modifier We can make interesting deformations adding the modifier “Cast” Modifiers properties panel. In the blind “Type Cast” we can select three different strains. We can vary the selecting deformation axis X, Y and / or Z. With “Factor” increase or decrease the degree of deformation (can be negative).
With “Radius” define the radius of deformation (0 = all). With “Size” can adjust the size of the deformation (it is advisable to disable “From Radius”) In the cell “Vertex Group” can enter the name of a group of vertices that will be applied to deformation. In the cell “Control Object” can enter the name of an object through which we can adjust the deformation.
Simple Deform modifier deforming With Simple Deform modifier can make more deformations. In the blind “Mode” tab modifier gives us option to 4 different deformation modes: Twist, Bend, Taper, Strecht. With the slider can graduate Deform the creep factor, and with the sliders “Limits” set the limits of the same. We can also limit the deformation to a vertex group by entering the group name in the cell “Vertex Group”.
In the cell “Origin” can enter the name of an object that defines the origin of the strain.
Lattice deforming modifier We added a “Lattice” and scaling it so that we place the object to be deformed is completely within the Lattice object.
With Lattice selected enter Edit mode and in the properties panel “Object Data” slider increase in 6 “W” of the Lattice tab. This will add the object vertically Loops Lattice.
Then, in Object mode, select the object to be deformed and add a modifier “Lattice” and in the cell of “Object” will enter the name of the Lattice. If we wanted only deform a vertex group will inside the group name in the cell “Vertex Group”.
Then turn to select the Lattice and walked back into Edit mode. Now move the vertices to deform the object with the switch. We just have to model the Lattice to our liking until we get the result we want.