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Basic Modeling Tutorial
The purpose of this tutorial is to demonstrate how to do simple modeling operations in Blacksmith3D-Suite 3.0.
It is important to note that the modeling features are not intended to replace a full modeling package (e.g. 3D Studio Max).
They are intended for allowing you to edit existing objects in a way that cannot be achieved by morphing alone.
Please note that some of the interface elements have changed and this tutorial has not yet been updated. Nothing terribly significant. If you have completed the basic selection, painting and morphing tutorials, you should be fine. This tutorial will be updated ASAP.
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Basic Tutorials
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Step 1.
   
- It is recommended that a wireframe overlay should be displayed while modeling.
- You can simply make sure that the Viewports->General...->Force Wireframe Overlay For Modeler option is enabled. When the Model tab is active, the current viewport will always display a wireframe overlay.
- Otherwise, you can use the Viewports->Shading Options..->Wireframe Overlay option.
- Also, since viewing the textures won't be necessary, you may choose to use the Viewport-Display Mode...->Layer Colors option.
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Step 2.
 
  
- Choose the Picker selection tool and choose the Material type.
- Click on the head in the viewport to select head's skin material.
- Click on the Model tab and then choose the Subdivide tool.
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Step 3.
 
- In the Tool window, click on the Subdivide button.
- Take note of boundary between
the subdivided and non-subdivided regions.
- Undo the subdivision by pressing CTRL-Z.
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Step 4.
 
- For many modeling operations, it is more intuitive to use Polygon Selections instead of Vertex Selections.
- Choose the Selection Brush and then click on Select By... Polygons.
- Since most of the modeling tools do not use the soft selection values, simply set the Hardness of the brush to 100%.
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Step 5.
  
- Press CTRL-A to select the entire object.
- Choose the Polygon Reduction tool.
- Set Reduction Amount to 80%
- Click on the Reduce Polygons button. It may take a moment, so please be patient.
- The resulting object should have approximately 50% less polygons/vertices than the original.
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- Notice the quality of the resulting mesh, given the fact that it was reduced by 80%
- Additional manual tweaking may be desired for some objects, but this is a very good start :D
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Step 6.
 
- To manually reduce polygons, click near a vertex in the viewport to join it's attached polygons together.
- Notice the black and white outline illustrating which polygons are being joined together.
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Step 7.
 
- You can also click on an edge to join the two adjacent polygons.
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Step 8.

 
- Undo everything so the object is back in it's default state.
- Using the Selection Brush, select a patch of 9 quads as shown above.
- Choose the Extrude tool, then expand the Mirror and Symmetry panel and select Model Symmetrically.
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Step 9.
  
- Click on th Extrude button.
- Notice how the extrusion is duplicated on the symmetric side.
- Click Extrude a few more times.
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Step 10.
    
- Holding the SHIFT key, press the S key a few times to soften the selection outwards
- Choose the Touch-up Deformer. Note that while the Modeltab is selected, the deformers will affect the base vertices and NOT the current morph target.
- Make sure that the Type is set to Smooth and uncheck Reduce... Shrinking
- Click and drag in the viewport to smooth the selected polygons/vertices.
- Now we have the beginnings of a Lil' Devil :D Use the deformation tools to reshape those horns any way you like.
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Step 11.
 
 

- Choose the Touch-up Modeler tool and select the Merge Points type.
- Click on one vertex in the viewport and drag the mouse to another, then release the button.
- This tool in conjuction with the Polygon Reduction tool can be an extremely powerful way of manually reducing and cleaning up polygons.
- You can use a selection tool to select the vertices and then click the Merge Points button as well.
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