Step 2: Adding the Details In
One of the way that I am going to create the details is to use boolean differences. For instance, the front of the clock has a "pushed-in" circular shape at the front of the clock for the screen. To get that appearance, I am going to use a cylinder, and use that to boolean difference with the clock.
(click picture to see the enlarged version)
After doing Boolean Difference... we get this:
(click picture to see the enlarged version)
One of the interesting issue of the Boolean Difference is that it is not "clean". I end up getting polygons that are not quads or triangles, which is bad.
Polygons with more than 4 sides = bad
Unfortunately, it seems that boolean differences is the best, easiest (and perhaps, the only viable) way to get my circular shape. So I have to do the manual cleanup.
Polygons fixed!
How did I do the manual cleanup?
- Delete any unwanted edges by selecting the edge to delete and going to Edit Mesh > Delete Edge/Vertex.
- Merge two vertices together using the Merge Vertex Tool. I will just have to drag the first vertex to the second vertex.
- Using two vertices to add a new edge. By using the Interactive Split Tool, I can select the first vertex, then the second vertex to connect the two vertices together. Then I press Enter key to create an edge.
(There were other tools, such as Cut Faces Tool, but they either are complex or create extra vertices and I have to use Merge Vertex Tool to merge them back after creating an edge. However, the Interactive Split Tool is rather clean, and won't create extra vertices and is easy to use.)
The process was repeated to create the rectangle for the digital display. Boolean Difference was used again with a rectangle this time, and the cleanup was done so that we don't get n-gons and introduce problems.
(click picture to see the enlarged version)
And now for the hr/min button area. It took some time to find the correct shape to make that area, because it doesn't really seems to look close to a shape. In the end, I decided that a squashed sphere should do the trick. The same steps apply.
(click picture to see the enlarged version)
(click picture to see the enlarged version)
While working through the thing, I realized that my model's shape is getting out of shape when I compared it with the image guides that I put on the flat polygons. I believe that it is inevitable that it will eventually happen, because the images taken are not orthographic. For example, the top image guide is not "strictly" a top view of the clock in Maya. However, it is still useful for me as a way to check whether I am going on the right track. Sure it doesn't fit in exactly, but at least it still must look like the alarm clock that I am modelling.
By doing Boolean Differences with 3 different shapes, Step 2 is completed.
But wait, what about the other details, such as the triangle found on the cover of the battery compartment, that I have described in my plans for Step 2? I decided eventually that I will use bump mapping, which will achieve the same effect that I want, instead of actually using Boolean Difference and add more polygons into my object. So, I will deal with these small details later when we do texturing and bump mappings.
Reflection
This portion of the assignment again took some time to work on. However, I learnt about using the different tools that I can use to improve the topology of my model. By manipulating the edges, deleting or adding edges, I was able to ensure that polygons are either quads, or in worse case, triangles, and there are no polygons with more than 4 sides, making it also more easier for the graphics card to render.
Even though the manual cleanup took a lot of effort to do, it was fun using those tools, and what makes today's work even more interesting is the fact that the details are starting to show up, thus the model is taking shape and it is looking more like our alarm clock now.