Adding a Stem to the Apple
 
 
 

In this lesson, you add some more visual interest to the apple. To create the stem of the apple, you make a cylinder using the AutoGrid feature to build the stem on the surface of the apple. You then add a Bend modifier to finish the stem.

Create the stem:

When you build an object in a viewport, the object is constructed on a grid. Up until now, you have been using the home grid to build the apple. Now you'll try using the AutoGrid feature. This uses a roving grid that is automatically created off a surface using face normals.

  1. On the Create Menu, choose Standard Primitives > Cylinder.

    The Cylinder button highlights on the Create panel.

  2. On the Create panel > Object Type rollout, turn on AutoGrid. This is a small check box directly under the Object Type rollout.
  3. In the Top viewport, move the cursor over the apple.

    A tripod follows the cursor showing where the cylinder will be created. Try to locate the center of the top of the apple.

    AutoGrid lets you create the stem on top of the apple.

  4. Add a cylinder on top of the apple. First drag and release to draw the base of the cylinder, and then move the mouse to set its height. Click to finish.

  5. In the Name And Color rollout, change the color of the cylinder to green and name it stem.
  6. On the Parameters rollout for the stem, set the following:
  7. On the Object Type rollout, turn off AutoGrid.
  8. On the Modifiers list, choose Object-Space Modifiers > Bend.

    This applies a zero-degree Bend to the cylinder.

  9. On the Parameters rollout for the Bend modifier, adjust the Angle setting to bend the stem. Plus or minus 60 is about right. Experiment with the Direction parameter, although you can leave it at 0 if you want.

  10. Right click in the Perspective viewport to active it, and press F9 to render last.

    Rendered apple

    If you want your stem to be similar to the one in the bottom illustration, apply a very slight Taper modifier below the Bend.

  11. Highlight the Cylinder in the stack display.
  12. Add the Taper modifier at this point, it will then taper the cylinder before it is bent.
    WarningApplying the Taper modifier after the Bend will produce entirely different results.

    After Adjusting the Taper modifier, highlight Bend to reactivate it.

    The cylinder is first tapered, then bent.

Save your work:

Summary

In this tutorial, you learned how to start with a primitive and shape the object using the Editable Mesh tools. You also learned how you can use displacement mapping to make an object appear more organic.