60
  Modeling
  Truespace 3.2
 
Tutorial : Making a simple bench in stone
 
Creating the components of the object
We start with a new, empty workspace : File - Scene - New.
We create a cube (resolution 1 => this means 6 faces in total). We are going to modify this cube into a beam shape : this will be the seat of the bench.
Click upon the white arrow-icon and view the object properties :
For the size you will see : 2 2 2 for the X Y and Z-as , 2 equals 2 meters. There are 8 vertices and 6 faces. Now we modify the values into 0.6 1.5 0.2, and press enter.
Now we create the support blocks under the seat. We add a new cube ,and we choose again the white arrow-icon, we right-click and we change the values into : 0.6 0.2 0.2 , and we press enter.The seat itself has darkblue grid lines and is inactive. The support block has white grid lines and is active.
We add the second support block : We choose in the menu : Edit - Copy. Or you can use the copy-button (you will find it with the undo/redo-buttons). The 2 support blocks are now on top of eachother, you cannot see at this moment that there are 2 objects.
To solve this, click upon the button "object move", and now you can move the active object , by grabbing with your mouse, and you will see the other support block (inactive) that was located underneath.

Positioning the components of the object
The support blocks will have to be positioned now under the seat object.
In the introduction, we learned how to view the object from the front and from the side, and how we can open an additional window to have a more accurate view. You also have a zoom-button so that you can view the object closer.
With the "Object move"-button, you can indeed move the objects, but in order to put them on the exact location, you need to select again the "white arrow"-icon, then right-click to see the object info , and you change the values for the location, and finally we have :
For the seat : location : 0 0 1
For support block 1 : location : 0 -0.6 0.8
For support block 2 : location : 0 0.6 0.8
With the "eye rotate"-icon, you can see if everything is ok now.
Saving the current 3d-scene

We are going to save the current object that is in the working space into a scene. A scene is a temporary design of the object. The advantage is that you can load again this scene, so that you can continue eding things. If things go wrong, you still can restart with the scene that you have saved, instead of having to restart all over.

Go in the menu below to : File – Scene – Save as : bench1.scn
Now you can choose into which folder you want to put this file on your computer.
"Save as" : if you want to save the scene under another name, en you want to keep the original scene -file. "Save":
"Save": here you will overwrite the current scene, and you will only be able to continue working with the new scene.
After having saved as a scene, you could start making a new object with : File - Scene - New. Then , after a while, if you want to continue with the bench, then you choose : File - Scene - Load, and you select the file bench1.scn
glue as child (=paste temporarily)
Now we have a bench, consisting of 3 parts, of which , each time, only 1 part is active. Now we are going to paste them together as 1 part, but only temporarily. We mean with this , that you can sill put the components apart if necessary.
For this, we select 1 part of the bench object. Click upon the icon "glue as child". The cursor will change into a glue pot. Click now upon the 2 other parts of the bench, with will all have white grid lines now, instead of darkblue grid lines. Now click again upon the icon "glue as child" (or upon another icon). Now the bench object consists of 1 part, and the cursor is normal again.
When you select now the "white arrow"-icon, and right-click to see the object info, then the object has now 24 vertices and 18 faces.
If you want to undo the temporary pasting, then go back to the icon "glue as child", then open this window en choose for "split hierarchy.."
But for this example, we continue with the object that has been merged together....
paint object (=adding a texture to the object)
Now we are goint to add a texture upon the whole object. Choose now the icon "paint object" (at the right side, the icon with a funnel), and right-click upon it.
Now you see additional windows :
Material color : here you choose a color for the object by clicking in the color scheme, with the vertical slider bar you can make it pale or dark
Material : here you see how the texture looks like upon a sphere or upon a surface.
Shader/maps : here you have several buttons, to make the textures fluent, glossy, shiny, metallic, ..etc. But only the ball-icon with the squares-pattern is important.
Shader/attributes : this is maybe not very clear, but there you have 5 vertical sliders. The first slider is the reflection and has to be moved to the top. The 4th slider us the transparency (for e.g. glass objects).
And now we start adding the texture :
We already chose the icon "paint object"
We will start to move the first slider of the shader/attributes to the top.
Then we will move the 4th slider (of the transparency) to the bottom.
Now go to the window shader/maps , and we deselect most of these buttons. Now choose the ball-icon with the squares-pattern and right-click, and a small window opens with the title : "Texture map".
Here you click upon the button "checker" and a larger window opens with the title "get texture map", where you can choose a (seamless) texture from a folder on your computer, and we choose for instance : brick.jpg. Now the word "checker" has been replaced by "brick".
Now click again up the icon “paint object” (= the icon with the funnel) , and the texture will be placed upon the object.
 
Adding a pattern for the texture upon the object :
Now we add a more detailed pattern for the object. We right-click again upon the icon "paint object" (with the funnel) and we have again the 4 windows. In the window "shader/maps" , we select again the ball-icon with the squares-pattern, and we see again the window "texture-map" with "brick". In the window "material", you see a picture of it.
Now we modify the number of U-repts and V-repts into 12 and 4 (this is for the horizontal and vertical repetition of the pattern). And in the window "material" you can see the result.
Now click again upon the icon "paint object" (with the funnel) , so that this pattern is applied upon the object.
Scaling and resizing the object :
For this we will select the icon "object scale" (= a cube with 4 arrows around it) and we drag the mouse, and we see that the object gets larger or smaller. All the object parts are scaled equally.
At the bottom line at the left, you will also see the letters X Y and Z, which are the object axises. If you select one of these axises, then the object is scaled for only that axis, and the object will get another shape.
However, if you want to work precisely, it is better to work with exact values in the window "object info" (= the white arrow icon , and then right-click).
Moving and rotating the object :
For this we will select the icon "object rotate" (= a cube with 1 circular arrow around it) and we drag the mouse in order to see the object rotating.
And we select the icon "object move" (=a cube with 2 arrows ), and we drag the mouse, and we move the object with it.
You can also use the white arrow icon (= object info) : if you enter here the values for the of rotation and location into 0, then the object will be put back into its original position.