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Wings 3D sorozat - haladó |
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Írta: Administrator
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2006. február 19. vasárnap 22:22 |
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Wings 3D sorozatunk befejező részében végre kiderül, miért vörös az ördög szeme (mert sosem alszik), hogyan lehet szimmetrikus alakzatokat készíteni, és eljutunk a kis alak tervezésének utolsó lépéséhez is.
- Inset (beszúrás)
- Edge Loop (hurok)
- Bevel (sarok)
- Collapse (összevonás)
- Connect (csatlakoztatás)
- Edge Ring (élek körkörös kijelölése)
- 4-Sided Polygons (négyszögek)
- Orthogonal View (nem perspektivikus nézet)
- Drag Selecting (vonszolásos kijelölés)
- Dissolve (kitörlés)
- Rotate (forgatás)
- Mirror (tükrözés)

Step 01 Select faces. Right click and select inset.  Step 02 Inset faces to the desired size.  Step 03 Move faces normal.  Step 04 Inset faces again.  Step 05 Move faces normal.  Step 06 Select the two edges.  Step 07 Press L to make an edge loop. Notice any edge could have been selected on the edge loop to create an edge loop.  Step 08 The edge loop is created when all the edges meet at one point along the whole ring. Each vertice is at its own “4 way intersection” along the edge loop.  Step 09 With the edge loop still selected. Right click and select bevel.  Step 10 Connect 5 sided polygon areas to make them 4 sided polygon. Right click and select Cut. Select 2.  Step 11 Right Click and select Connect or Press C.  Step 12 Now the 5 sided polygon(or N-Gon) is two 4 sided polygons(or quads)  Step 13 Select edge.  Step 14 Select edge ring by pressing G. Notice the edge ring breaks where the 4 side polygons end. It also works with some 3 sided polygons.  Step 15 Select connect or press C.  Step 16 Connect vertices to make two 4 sided polygons from a 5 sided polygon.  Step 17 The reason to make 4 sided polygons from 5 is for better manipulation when smoothing polygons and also to prevent poles that can make a model look bad.  Step 18 Notice the pole made when the model is smoothed.  Step 19 Look at the break in the polygon when the shaded mode(not smooth shaded) is on.  Step 20 Select the two edges and then press G.  Step 21 Connect the two vertices. This makes two 4 sided polygons.  Step 22 Notice the difference in the before and after.  Step 23 Right now you are in a perspective view.  Step 24 To look in orthogonal view press O or the triangle icon in the lower right hand cornder of the screen.  Step 25 Select the faces by first pressing F.Then move the mouse above the model hold the left mouse button and drag. Every face both front and back(not seen) that has was within the drag selection will become selected.  Step 26 Make sure all the faces are selected to make the model be split directly in half. This is why all the facial features were centered on the X axis in the beginning.  Step 27 Right click and select dissolve.  Step 28 Half the face is gone. (It will return).  Step 29 Extrude a face from the head.  Step 30 Rotate the face on the X axis.  Step 31 Extrude, then scale uniform.  Step 32 Extrude Y.  Step 33 With face still selected. Right click and select collapse.  Step 34 Notice the face has collapsed so that each of its 4 vertices now meet at one point.  Step 35 Select face.  Step 36 Select mirror.  Step 37 Both sides now have the horn. Using the mirror technique can save much time in modelling.  Step 38 Using smooth preview periodically can help to understand how the model would look as a high polygon model or also called a hi-poly model.  Modelling Don'ts Inside Out A model is made up of polygons. Select W and the model will be in wireframe mode. The model looks more like a cage or a mesh.  If a face is moved until it pulls the mesh “inside out”, this can make modelling(especially smoothing), mapping, and texturing very difficult.  Multple Primitives Only use multiple primitives when it is neccessary. Using one primitive and building from that is preferred in most cases.  |
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Utolsó frissités ( 2006. február 19. vasárnap 22:39 )
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