Modeling, Creating Materials, and Rendering ◾ 47
Models can contain other models. We might put down another, much smaller cube for
the sofa and position it carefully in the room. Initially, this cube is simply a placeholder.
e same approach is taken to add a couple of stued chairs and a coee table. We would
likely add some smaller models later, like lamps and books, things to give the room a
eshed-out feeling. Incrementally these placeholders can be transformed into real furni-
ture, or the pieces of furniture might be built in another scene and imported. Either way,
we must begin with a good visual sense of the overall geometry of the room.
e coee table is likely to be composed of four individual legs and a top, all made from
polygon cubes. e legs will have to have materials assigned to them separately, each with
its own wood grain—just like in the real world. Aer all, the table is built out of pieces of
wood, not carved out of a solid block of wood.
e same do-it-naturally approach should be taken when adding light to the scene. e
scene is by its very nature articial, and so lights may illuminate specic aspects of it; the
initial lights could be a lamp on an end table and so light coming from the television.
Perhaps the sun or a streetlight might stream in through a window. ese things add more
models to the room.
Adding Detail with Precision
As you cra a given model, like a sofa or a lamp, be careful to add detailed geometry in the
form of vertices and edges, only where it is needed. is will make your job of adding materi-
als and animating models easier. It will also result in models that are easier to adapt and reuse.
Perhaps the tabletop has a wood perimeter with tiles and grout in the center. Initially,
you might only add the edges you need for the perimeter. Or you might build up the perim-
eter with the intention of dropping tiles into the center. Later, you will decide on the num-
ber and shape of those tiles.
Choosing the Model Hierarchy
When you decide to move your table to a dierent place in the room, you want the legs to go
with the top. e legs can be “parented” to the top. is is dierent than “combining” the several
objects that make up the table into a single object. By leaving the legs as independent objects, we
could more easily animate our table by letting the legs fold up, as a card table’s legs fold.
To make one (polygon) object the child of another, rst, go to:
any Main Menu → Window → Outliner
Select the (polygon) object and with your MMB (middle mouse button) drag and drop it
onto the (polygon) object you want to serve as the parent.
To combine multiple objects into a single object, select the rst object, then with your
Shi key down, select the next, and with your Shi key still down, continue selecting until
you have selected all of the objects. en choose:
Polygons Main Menu → Mesh → Combine
(From here on out we will refer to this process of selecting multiple objects at once as
a “Shi-select.”)