drinksoli.blogg.se

Wings 3d connect edges
Wings 3d connect edges









wings 3d connect edges

You’ll be shown a little popup menu that gives your options, either region or individual faces, select individual, then drag the distance you want (holding down Ctrl snaps one unit and Ctrl-Shift snaps. Blender’s new tools for this are a tremendous improvement (and much more Wings3D-like.) Take your default cube, enter mesh edit mode (TAB-Key), make sure you’re in shaded mode (Z-Key), then go to face-select mode (the little triangle icon in the 3D window’s header), select the top face and hit the E-Key for extrude. The essence of box-modeling is extruding faces. You have to intentionally control this as you create your faces and the “rights” and “wrongs” of it just come from experience (as in: “Oh, sh**, that didn’t work!” …)Īnd I wrote some more further down the email message: The main trick to this method is remembering your edge-loops and use of quads vs.

wings 3d connect edges

I took it a step further and started with beziers converted to mesh, then filled in, 'cause I needed specific curves in my mesh and this was the easiest way for me to get them. (Or not, I still don’t know why a mesh has to be entirely enclosed for non-CAD situations… except when your model will be seen from all angles, like a game character.) This is the method I was using on my current car WIP that I showed you. This is where you basically start with a vertex and extrude all your edges, then fill in the faces as you go, essentially having an “open” mesh (not entirely enclosed with faces) from the start, then closing it in by the end. The other method, for lack of a better descriptive, I’ll call edge-loop modeling. All this to say, stick with “box modeling” at first, but don’t be afraid to delete the occasional face and F-Key yourself a new one when you want it! However, I think Wings3D falls short in not allowing, or limiting the user’s ability to tweak the mesh on a vertex level, like Blender does. However, I think the user/artist can lose out on a lot of fine control when insisting on the mesh always being enclosed (where there’s no holes or dangling vertices/edges in your mesh.) For those coming from “real” solid modeling (ie SolidWorks) using this method can be much more comforting, as you tend to feel like you’re still somewhat in control of things. This is the way Wings3D operates almost exclusively, and it can be quite powerful.

wings 3d connect edges

One is called “box modeling” where the mesh essentially stays enclosed the whole time, giving the impression of it being more “solid-like”. Well, there’s two basic methods of mesh modeling, from what I gather.











Wings 3d connect edges