By Peter Ratner
All of the instruments and information to create electronic characters which may circulate, convey feelings, and speak three-D Human Modeling and Animation demonstrates how one can use your creative abilities in determine drawing, portray, and sculpture to create lively human figures utilizing the newest laptop expertise. This easy-to-follow e-book publications you thru all of the beneficial steps to create and animate electronic people. scholars 3-D artists will locate this ebook to be a useful source. This moment variation combines exact, sensible information regarding developing and animating 3-D human versions. greater than four hundred photographs, interactive documents, and fascinating animations incorporated at the CD-ROM element the modeling and animation procedures for either female and male figures. bankruptcy targets and workouts are tied to the CD-ROM, which additionally presents colour instance photographs, pattern types, modeling templates, textures, lesson plans, and appropriate animation videos that let you commence modeling and animating immediately!
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Extra resources for 3-D Human Modeling and Animation, Second Edition
Step 47. Bevel the four teat polygons out (Figure 2-51). Step 49. Continue refining the model by splitting polygons and moving points. To keep it from looking boxy, divide and shape the larger polygons. You might also want to split the model down the middle so that you only have to work on half of it. Once you are done, you can mirror-duplicate the half Shift: 7 cm Inset: 0 Fig. 2-51 Step 47. A bottom view showing the teats beveled straight out. 40 Fig. 2-53 Step 49. Finalizing the cow. Adding a spine and middle hump, defining the upper part of the legs, and splitting large polygons.
2-29 Step 25. The polygon is beveled toward the middle of the stomach (arrows). Step 26. In low-polygon mode, select the last polygon that you beveled and bevel it back some more to end at the beginning of the back legs (Figure 2-30). Shift: 9 cm Inset: -1 cm Work in subdivison mode to adjust the shape of the torso. 34 Fig. 2-31 Step 27. Another bevel of the back polygon (arrows). Step 28. Select all the polygons on the torso and the bottom polygon of the neck. Use the knife tool to split all these polygons right down the middle from the butt to the neck (Figure 2-32).
1-68 The rendered armchair. MODELING AN ARMCHAIR Subdivision or box modeling of a chair will be a little more complicated than modeling the hammer. In this tutorial you will have to weld points and delete polygons that are located inside the model. When you have hidden polygons on the inside of an object, they can pull on the mesh, creating undesirable gaps, holes, and creases. Figure 1-68 shows the rendered armchair. The wire mesh can be viewed in Figure 1-69. Step 1. Make a box with the following settings: Low X: -60 cm Low Y: -15 cm Low Z: -60 cm High X: 60 cm Fig.
3-D Human Modeling and Animation, Second Edition by Peter Ratner