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Start with the warm up
WELL WELL WELL... it looks like some of you have been busy!
Check out this game created by a current CART Student (not telling who) and send in a review.
This game reminds me of the Nintendo DS game called "Work Time Fun" or Warioware
https://gd.games/brujcartguy/brujware-inc-
Let's see how far you can get modelling the inside of CART.
What are you learning?
Modelling
Why is it important?
The faster you can effectively use the tools, the more valuable you will be to an employer
How do you show that you understand? What is the assignment?
We will finish Kong then go to rotoscoping
Add > Mesh > Plane
Material Properties
Add new Image Texture
Add the Xwing
Open the image and select material view
Select UV Editing (make sure you are also in Material Preview so you can see the Xwing on the plane)
Select the entire box on the left
Scale the selection down and move it until it covers the entire top view
Switch back to object mode
Zoom in and move the plane so that the X Axis cuts eight through the center of the Xwing top view
With the plane selected, Hold Shift + D to duplicate
Press Enter to drop the object
You should now have two planes in your collection
We want to rotate the duplicate plane by pressing
R for rotate
then
X for X axis
then
90 for 90 Degrees
and press enter
Zoom out and you can see the rotated plane
Switch back to edit mode
Use the scale and move/grab tool to match it us as close as you can
If your two planes are not matching up, go back to object mode and move the planes so that they are as close to the middle of the X axis as possible
Go to the modeling workspace and make sure you are in material preview so you can see the art
Deselect all objects
Add a cube (mesh)
Scale and move the cube so that the top left edge is at the start of the windshield
Switch back to Edit Mode, click on Face Select Mode and select the right face of the cube
Instead of Extruding, will will press G for grab and the X for X Axis
This will pull out the face along the X Axis only
Pull the face out until you get to the large turn in the windshield
Go to the other side of your Xwing
Select the outermost face
Press G for Grab
Press Y for Y Axis
Bring it in until you can barely see it
We are doing this because we want to mirror it later
Now we will extrude the face to the nosecone
Select the face
Press E for extrude
Press X for the X axis
Pull it out
Move to the right face of the cube and extrudeto the end of the windshield
Extrude again al the way to the back
Switch from Face Select to Edge Select and select the left edge
Press G for Grab
Press Y for Y axis
Pull the edge in so it follows the line of the XWing
Do this for all the outside edges so that it follows the Xwing Art as close as possible
Do the same thing for the Top/Y Edges
Go to the underside of your Xwing
Do the same for the bottom on all the axisis... make it look nice
Now let's make an engine
In object mode (make sure nothing is selected
Add>Mesh>Cylinder
R for Rotate
Y for Y Axis
90 for 90 Degrees
Scale and move over to the engine
Switch to edit mode
Face select mode
Select the back face of the engine
G
X
Pull out until you get the the back of the engine
Repeat the steps for the front of the engine
THIS PART CAN MESS YOU UP!!!
Select the front face of the Engine
Press E for Extrude (No not extrude)
Press Enter
Press S for Scale
Scale the extrusion to the start of the next engine piece
Press E for Extrude
Extrude out
E
Enter
Extrude out
Continue until you can modeled the engine
*** MAKE SURE YOU DON'T Press E and Enter then forget and do it a second time. This will add two extrusions and possibly mess up the geometry***
make sure you are in object move
Add a cube
Move, scale over the wing
Go to Edit Mode
Face Select
G
Y
Pull out until you get to the weapon
Edit Mode
Edge Select
G
X
Add a cylinder and model the laser canon just like you did with the engine
In Object Mode
Select the body of the xwing
click the modifier >generate> Mirror
Mirror on the Y Axis and you should have a full body now
Select the Engine
Notice that orange dot in the middle?
This is the origin of the object so the if we mirror it now, it will not be on the other side
We need to set the origin in the middle of the project... luckily for us, that is where the 3D cursor is already set
Click Object > Set Origin > Origin to 3D Cursor
Notice the little dot is nowin the 3D cursor
Now add the mirror modifier on the Y axis and the engine should be on the other side as well
Repeat the stepts with the wing and cannon
Hide the planes in your collection
In object mode
Select the cannon, wing and engine by holding shift + click
then hold shift + D to duplicate then press enter
R to rotate
X for X axis
15 for 15 degrees
Enter
Select the unrotated cannon, wing and engine
R to rotate
X for X axis
-15 for -15 degrees
Enter
Go to the UV Editing Workspace
Press the Z in the gizmo so you are at the top view
Make sure you are in Edit Mode
Select the pieces we are going to map on (just like the dice)
Press U for Project from View
In Object Mode
Click on Material Properties (red nuclear looking button)
Select Materials
Add a new Material
New
Base Color Dot
Image Texture
Open
Open your xwing image
Go to edit mode
Move, scale, rotate, etc until you have the texture how you like it
Do the same with the Engine (don't forget project from view)
When you add the UV Texture, you will not see the mirrored one because it is Under the wing
Back to Object Mode
Select the wing
Edit Mode
Select the face
Repeat Steps
Repeat steps for the entire ship is done