This chapter describes a simple technique for building another
relatively low-polygon count environment in only a few steps using tubes.
Earlier we learned how to build a dungeon environment; in this chapter we'll learn how to build a similar, but more detailed environment using N-Geometry's tube primitive.
New Techniques in this Chapter
In our earlier dungeon exercise, we built an environment by extruding a cube in several directions and creating tunnels by bridging from face to face.
The Improved Dungeon
A tube is a polyhedron created by sweeping a cross-section (defined by one wire) along a path (defined by another wire). There are three steps in building a tube:
Sketching the Path Wire
In this section, we'll build the path wire.
Building the Path Wire
1. (CLICK-L) on GeoMenus>File>New Object>Tube.
Figure 16.1 Specifying path parameters3. (CLICK-L) on OK after you've completed the wire.
Figure 16.3 Specifying tube parameters5. (CLICK-L) on OK after you've completed the wire.
Figure 16.5 The generated tube
Fixing the Floor
Depending on how you completed the cross-section wire, you may have a floor that isn't completely flat; here's how to fix it.
8. Evert the tube so that the normals are pointing into the tube.
Figure 16.7 Normals facing in10. (SHIFT-L) on one of the segments.
11. (CLICK-L) on Select Edge Loop to collect the all the segments around the perimeter of the floor.
12. (SHIFT-L) on the collection, then (CLICK-L) on Dissolve.
Now zoom in even closer; dissolving the edge loop created a "step":
13. Select an edge like the one shown below:
14. (SHIFT-L) on the segment, then (CLICK-L) on Select Edge Loop.
15. (SHIFT-L) on the collection, then (CLICK-L) on Select Elements.
Figure 16.13 Select the vertices on the edge loop16. (SHIFT-L) on the collection, then (CLICK-L) on Flatten.
17. (CLICK-L) on Y for the axis on which to flatten the selected points.
Figure 16.14 Select the vertices on the edge loop Figure 16.15 Tube with flattened floorNow our floor at least appears to be correct; however, if you remember our discussion of "virtual clay" all the way back in Chapter 1, you'll remember that a model's surface is always maintained, which means that even if points become coincident, they don't lose their identity.
18. (CLICK-L) on points on the element sensitivity menu.
19. (SHIFT-L) on one of the vertices on the floor, then (CLICK-L) on Move.
Figure 16.16 The two vertices still exist20. (CLICK-R) to Abort the Move operation.
22. (SHIFT-L) on the tube, then (CLICK-L) on Cull Elements>Isolated Vertices.
23. Now, move the point again:
Working with Normals
Use the Evert command to flip the normals so that they're pointing to the correct side:
If you look at your tube from the outside, your shaded tube should look something like this:
Make sure to use the GeoMenus>File>Save operation to save your work.
Save your Work
You've now completed an entire environment based on two simple sketched wires.
Congratulations!
Copyright © 1996, Nichimen Graphics Corporation. All rights reserved.