In this chapter we used modifiers for both modeling new objects and altering existing ones. We initially dealt with polygon loops and soft modeling, in contrast with the hard surface approach in the previous chapter, which gave us our base model.
In the first chapter, I raised the idea that what seemed tricky at first would quickly become second nature. By now, in terms of that idea, you should feel really at home in different Sub-Object modes, comfortable deriving geometry from Shapes, and understand the smoothing structure of polygons. Hopefully, you'll recognize that most modifiers, in terms of the stack and their parameters, use a very similar interface. You may notice that even in the Help contents the layout for UI information, procedures, and interface breakdown always follows a consistent format, making it easier to flip through newly discovered tools.
In the following chapters, we will focus more on enhanced working methods rather than, as has been the case so far, on essential...