![]() |
Box Canyon | ||||
| While creating a sketch, I was curious just how to go about creating just the right amount of dips and folds in a terrain which would or could match, or better what had been only a dream. While it is true, I could have used Carrara or even ZBrush to create what I wanted, even getting close or exact with ZBrush. I wanted to see if it were possible to do such a thing in a short amount of time within Hexagon. The following is the results of that study. | |||||
|
Box Canyon using a grid |
|||||
|
First we are going to build the grid to use. Select the Grid icon from the Vertex Modeling tab. |
|||||
|
|
|||||
|
In the Tools Properties box found in the right side pullout. Zero all 3 Origin Coordinates then click Apply. The Tools properties box will now change to Width and Height, set both of these to 0.5 then click Apply. Now you see it has changed to Number in U and V, type in 80 for each of these fields and click on Apply |
|||||
|
|
|||||
|
Now that we have a grid created, we will need to size it and rotate so it becomes the floor of our terrain. In the Objects Properties change the size of the first two values to 40 and press enter. Then in the Rotate X (pink) type in 90 and press enter. |
|||||
|
|
|||||
|
We are ready to start shifting the form around. You will notice your grid is on the ground. So you will need to rotate the room so you can do the next step. Make sure you are in Translate mode, and Face Selections. (icons selected are bordered in blue) |
|||||
|
|
|||||
|
You will need to select a border of faces on three sides of your grid. I like having a sharp even edge left at the base of my meshes, so I have selected faces one row inside the edge. (selected faces shown in blue) |
|||||
|
|
|||||
|
|
|||||
|
|
In the Object Properties box, change the Position value of Y (green) to 10.00 and press enter (return for Mac). This starts the process of outlining the lower forward edge of the Canyon. |
||||
|
Next you will de-select all of the front row and approx. 5 faces up the side as shown below. Nice thing about selection and de-selection. For Selection you can right click and drag the mouse over the area you wish to select, called marque selection; or Select and De-select by holding the left mouse button down and painting over the area you wish to select or de-select.
|
|||||
|
|
|||||
|
|
With your area selected, In the Tool Properties, check the box for "Soft selection" and take the default values.
|
||||
|
You will there are areas which have been included with the faces you have selected. Not to worry, this is what you want. Make sure Soft Selection only travels down to the corner. If it goes further, you may want to de-select a face or two to bring it in line. Since we are using Soft Selection, we must also use the translator arrows to move the mesh. |
|||||
|
|
|||||
|
|
|||||
|
|
Click on the Green Arrow and pull it up while you are watching the Object Properties box. You want to move it up till you reach 40 in the Y Position value. |
||||
|
|
|
||||
|
A1 Hosting Company A better flavor of service |
![]() |
Visit my Online Store | |||