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

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Creating the piston connector

Creating the piston connector

- [Instructor] As already noted, we are ready now to create the last modeling piece for the chapter. And so, let's select the last part of the high poly reference mesh for the piston arm, and use the isolate command. Follow by clicking the zoom extents all button in order to frame up on the geometry. Over in the create tab, let's click to create a cylinder and then drag that out in the left viewport so as to create a random radius and height. We can then customize this and so let's give it a radius of 1.7 centimeters, a height of one centimeter, height segments of one, cap segments of two, and then, finally, set the sides value at 12. After which, we can add our modeling material to the low poly mesh. We can align this to the high poly geometry by pressing the Alt + A keys and then by clicking on the high poly mesh itself. Now, because of the high poly geometry's pivot point placement, we can set the current object to use the center option. And the target object to use the pivot point…

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