Starting with a Cylinder
To create a Dynamite Time bomb prop we are going to create a series of objects that when finished will form a dynamite model.
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Get > Primitive > Polygon Mesh > cylinder
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Set the following values in the Object properties window:
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Height 12
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Subdivisions U: 14, V: 1, Base: 1
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Select all of the polygons on the top of the cylinder using Raycast Select (U)
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Duplicate these polygons using CTRL D and scale them in down to about 2/3rd of the circle (by the origin).
Note: It is preferable to be in Local mode
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Duplicate the still selected polygons again, and translate them downwards a bit, like so:
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Duplicate the same polygons again, and press X to scale them inwards.
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CTRL D again and press V to translate upwards:
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CTRL D again and scale inwards, and CTRL D one final time to translate downwards:
We now have a solid dynamite stick model. Let’s put a texture on it to complete it.
Applying a Texture
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Change the Toolbar menu to Render via the drop down or simply press (3)
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Modify > Texture > Add > Image
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In the Material properties window that opens select New > Cylindrical under the Texture Projection Heading.
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Change the shaded view in the Camera window to Textured Decal
This is the default image and useful to see if the texture we apply will be applied correctly.
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Under Image:
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New > New From File > Path: Advanced 3D Design > Pictures > Dynamitei.jpg
Everything matches pretty well, except for the top and bottom. So using the same techniques we used on the wooden table earlier, lets modify the texture projection.
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Using Raycast Polygon, select all the faces on the bottom of the cylinder:
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Press (ALT+7) to open the Texture Editor
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In the Texture editor locate the Planar Subprojection > Best Fit button to create a new projection for the base of our cylinder
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Scale all the points of the new projection down and translate them off to a side not intersecting with the word dynamite
The bottom face now looks correct, let’s apply the same technique to all of the faces on the top of our dynamite stick.
TIP: Select 1 polygon face, then while holding ALT, MMB click the polygon right next to it to select all the polygons in range.

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In the texture Editor create a new Planar Subprojection > Best Fit – scale and translate it down and over so that it does not intersect with the dynamite writing in the texture.
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Repeat this process 4 or 5 more times to cover the remaining ranges of polygons on the top surface of the dynamite stick that are stretched or otherwise don’t look right.
Including the original texture we applied to the body of the dynamite stick you should have about 8 Texture projections in the texture Editor when you are finished.

Now that we have a completed dynamite stick, we will freeze the object history to free up some memory, while also enabling us to duplicate this dynamite stick with its texturing.
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Select the dynamite stick in object selection mode and under the MCP bottom right side Edit header, click on the Freeze button.
Note: By freezing our object, we cannot retract or undo any stages this model went through prior to its frozen state.
Moving forward lets rotate the dynamite stick and duplicate it 6 times to create our dynamite pack.
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Press R to reset your view in the Camera view, and press C to rotate our currently selected dynamite stick. Hold Shift while dragging on the blue circle and rotate it 90 degrees. (Z = 90)
Now in the Right Orthographic Window we will duplicate the object 6 times using CTRL D. The Final product should look like this:

And voila! We have a Dynamite Pack. And though we could technically import this into a game engine as is… lets go the whole 9 yards and really make our model worth looking at.
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Feel free to save your work in the Scenes Directory under Haus of Mapping Curriculum Project Path.
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