From the course: Game Art: Model & UV Map a Low Poly Character

Unlock this course with a free trial

Join today to access over 22,600 courses taught by industry experts.

Building the piston

Building the piston

- To make a start at modeling the piston arm that we want next, let's select the high poly-reference mesh that we have in the view port, enter isolate mode, and then hit the zoom extends all button, if needed. We can start with the head of the piston here, and work our way back, and so let's come to the create tab, and select the cylinder primitive option, and then, in the left view port, create a basic cylinder. If we do not have a left view port, we can simply hover the cursor over a view, and press the l key on the keyboard. We might also need to use the zoom extends all button again to frame up on our geometry. After we have created our cylinder primitive, we can apply our modeling material to the mesh, and move on. We will want to customize this, so let's set the radius of our cylinder to 1.8 centimeters, the height to three centimeters, height segments to one, cap segments to two, and the sides we can set to eight. We are lowering the segment count here, so as to make it easy to…

Contents