Select the Border sub-object button and then select the open
end of the cylinder. Shift and drag away from the grip on the
x-axis of your Perspective viewport. Voilà! You have just cre-
ated polygons along the entire length that you dragged.
Non-Organic Modeling Exercise: Creating a Dagger 227
Figure 10-23: The beginnings of the cross guard with
an open end
Figure 10-24: The new polygon strip
This is what some call “strip modeling” due to your ability to
model with strips of polygons. It’s an amazingly useful method
to create characters or other flowing shapes. An interesting
thing about strip modeling is that you can’t create polygons
along a non-border edge. We’ll go into more detail about strip
modeling later in the book.
Now that you’ve created these polygons, we can move
them just like any other polygons. Dragging the border makes
the polygons a little longer than the original cylinder. While
we still have this border selected, let’s go ahead and close it
off. Click the Cap button located in your Editable Poly’s Edit
Borders rollout. This creates a face and closes off this border.
In this case, it created a nice round polygon to cap off the end
of the cylinder.
I think it would be nice to bend the section that we just cre-
ated, but if we apply a Bend modifier to the whole object we’ll
bend the original section. Select the entire new section of the
cylinder we’ve just created and click the Detach button. This
is located in your Editable Poly’s Edit Geometry rollout. Name
228 Chapter 10
Figure 10-25: The new end cap polygon
the object whatever you like, and make sure the two check
boxes are unchecked. Click OK.
Select the new object we’ve created. As we’ve done
before, create a few edge loops down the cylinder. I created
five new edge loops.
Make sure no sub-objects are selected and apply the Bend
modifier to this new object. Set the Bend axis to Z and type in
a value of 90 for the angle. Whoa! The Bend modifier got a lit-
tle carried away there and entirely moved our object.
However, we can still modify this effect. After all, we have the
bend we were looking for; it’s just in the wrong place!
Non-Organic Modeling Exercise: Creating a Dagger 229
Figure 10-26: The new edge loops
Click the + next to the Bend modifier in your stack and click
Gizmo. In your Perspective view, grab the gizmo on its x-axis
and pull it over until you’re at the end of the cylinder. The
whole time you’re moving the gizmo you’ll see your new bent
section coming back into alignment. The goal is to line this
section up as best as possible.
230 Chapter 10
Figure 10-27: The Bend modifier getting a little carried away
Figure 10-28: The aligned section
Almost there! I know it seems like a lot of steps right now, but
you’ll gain speed with practice.
Now we want to reattach our newly bent section to the
original cylinder. Just click on your original cylinder, click
Attach under Edit Geometry, and pick your bent piece. Select
the Border sub-object button, and in your Perspective
viewport click and drag over the edges where we detached the
two objects.
With these edges selected, we can easily weld them back
together. Shift-click the Edge sub-object button to select the
edges that make up this border and then click the Weld but-
ton. If it doesn’t weld your edges together, you may have to
tweak the weld values. Just open up the Weld dialog box and
change the threshold.
I don’t really like how skinny the bar is on my dagger so I
applied a Push modifier of 0.4 to it to fatten it up a bit. After
adding it, I collapsed my stack by right-clicking on the stack
and clicking Collapse Stack. So that’s the rough shape of the
Non-Organic Modeling Exercise: Creating a Dagger 231
Figure 10-29: The detached edges

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