21. The object turned into an Editable Mesh after collapsing the stack, so we need to convert it to an Editable Poly again. Right-click Editable Mesh and select Editable Poly below Convert To:

22. Switch to the Top viewport, select the edge as shown below, and press the Loop button (or ALT-L).

23. Click the small square box next the to Chamfer button, and set the Chamfer Amount to 3, and press Apply.

Then change the Chamfer Amount to 0.3 and press OK.

24. Select the edge as shown below and press the Loop button (or ALT-L), and chamfer the edge loop in the same way you did in the previous step, first with Chamfer Amount 3, then with 0.3.

25. Select the edge as shown below and press the Loop button (or ALT-L), and chamfer the edge loop in the same way you did in the previous step, first with Chamfer Amount 3, then with 0.3.

26. Select the edges as shown below and press the Loop button (or ALT-L).

27. Right-click on the viewport and select Convert to face. Press the Shrink button.

28. Press the small square button next to the Bevel button. Enable the Local Normal option, set the Height value to -0.5, the Outline Amount to -0.1, and press Apply.

29. Change the Height value to -0.4, the Outline value to 0.6, and press OK.

30. Press the Grow button.

31. Press the M key to open the Material Editor, change the Diffuse color of the first material to black, and assign it to the selected polygons.

32. Select Select Invert from the Edit menu (or press CTRL-i), and assign an orange material to the selected polygons. Set the Specular level to 25 and the Glossiness to 15.

33. Press F3 to turn on shading in the viewport. Assign a TurboSmooth or MeshSmooth modifier and set the Iterations to 1.

34. Add a Noise map to the Bump slot of the orange material, and set the Size value in the Noise Parameters section to 1.0. And finally, render your basketball:


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