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Now there is a new ring of edges around the top of the screw head

with the edge selected use the scale tool to scale it out close to the outer edge. See the image below.

Now you will need to drop the sides of the slot down so the slot is open on the ends. Select the edges at the end of the slot like the image shown below.

Drag the edges down so that it looks even with the bottom of the slot.

Select one of the top edges of the slot like the image below. Then right click or Control-click and select the "Loop select" option or hit the "L" key.

Right click or control-click the selected edges again and then select the "Hard edge" option. This will make this edge break at a hard angle when you apply the Subdivision Surfaces to the model.

You will need to make each edge around the slot a hard edge. Now select the end edge of the slot and make it hard. Do this to the other side as well.

Now select one of the inside bottom edges within the slot and loop select that edge.

Now you will need to make it a hard edge too. Do this to the opposite inside edge also.

Now your done modeling! Click on the Edit button to return to the regular view of strata. Now your whole screw will be selected. If it's not, select it now. The next step is to to apply the Subdivision Surfaces (SDS) by clicking on the SDS tool in the extensions>commands palette. See the image below.

Now that your model is all smooth now is the time to apply a texture to the screw. In the resource window under texture tab then the metal tab choose the chrome texture and drag it onto the screw.

Below is the image of the texture dialog window that shows how I have applied the texture to the screw.

Before we render the screw you will want to put it into some sort of environment. Use the Environment window to select the type of ground texture you will use. I chose the asphalt texture, see the image below.

Use the rotate tool to rotate the screw into a position that will let it set down on top of the X grid.

I have duplicated the screw and positioned both of them in a simple group. The next thing to do is to put a camera into the scene. All final renders should always be rendered through a camera. See the image below for the set up I have used, this is form the top view.

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