Getting Started Part 3: Manipulating Polys.

For this section start with a new scene and create a new Cube primitive with only 1 subdivision on U/V/Base (if you don’t know how to do these see getting Started Part 1, or Part 2).

For most of our modelling we are only going to use 4 selection types: Object (to select an entire object), point (to select a single point on an object), Edge (to select an edge (which appears as a wire in a wireframe), and Poly (the actual face in between those wires).

So our first type of selection is the Object selection tool. This allows us to select a object (or multiple objects) for us to manipulate to objects transforms as a whole. This was the type of manipulation we did in Getting Started Part 2. You can deselect any object by holding ctrl while you click it (this will also add additional objects to your selection if they are not already selected).

recap from Getting Started Part 2. This is the transforms tools we use to manipulate our object.
another recap from part 2 showing the arrows we use to move or manipulate our object.

The second type of manipulation we will use is the point tool manipulation this will allow us to move the points on our model (they appear as blue dots in the picture below).

The location of our point select tool
How our points look when viewed

Now when we click on a point you will notice it turns red, past that all we have to do is use our translation tools (the same way we would to move our object) to move the single point, this will cause our object to deform.

A single selected point moved up along the Y plane

Next we will look at our edge selection, this will move those wires between the points as a whole unit. when you select an edge it will turn from yellow to red. Again try moving an edge around so you can see the different way it deforms a cube.

the edge selection tool in the Main Shelf
The selected edge moved up along the Y plane.

The final type of selection we will use is the raycast polygon selection. This will allow us to select an entire polygon face on our object (when selected this will become red). This is one of the most used selection modes for us.

the raycast polygon tool
our selected poly face translated along the Y plane.

Now that you understand the basics of model manipulation its also important to see your model ahead of time. we can get a preview using various viewport settings.

if you click in the upper right hand corner of your viewport where it says wireframe you can see a list of our shaded modes.

Seen in this picture is your viewport modes.

here is a rough breakdown for you:

Bounding Box: displays basically what your models “boundary is” (the total approximate space your model takes up, translated into a single box.

Wireframe: shows the edges of your model (as seen above) but no poly faces.

Depth Cue: shows your wireframe but fades the wireframe with the percieved distance from the camera.

Hidden Line Removal: Shows your poly faces and your wireframe and hides anything not visible behind a poly face.

Constant: Same Concept as hidden line removal but with no wireframe.

Shaded: shows your model and its poly faces with the current lighting from the scene.

Textured: If a diffuse texture is applied will show the texture and shade it with the scenes lighting.

Textured Decal: Same as above typically takes on less scene shading and displays the diffuse more prominantly.

And that should for now conclude Part 3. In the next part we will go through more advanced manipulation and examples using duplication and subdivisions while we manipulate our model components.

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