By Peter Ratner
The entire instruments and knowledge to create electronic characters which may flow, exhibit feelings, and speak 3D Human Modeling and Animation demonstrates how one can use your inventive abilities in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent desktop expertise. This easy-to-follow booklet publications you thru all of the worthwhile steps to create and animate electronic people. scholars 3D artists will locate this e-book to be a useful source. This moment variation combines specific, useful information regarding developing and animating three-D human versions. greater than four hundred photographs, interactive documents, and interesting animations incorporated at the CD-ROM element the modeling and animation techniques for either female and male figures. bankruptcy targets and workouts are tied to the CD-ROM, which additionally offers colour instance photographs, pattern types, modeling templates, textures, lesson plans, and appropriate animation videos that let you commence modeling and animating right now!
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Extra resources for 3-D Human Modeling and Animation, Second Edition
Splitting the object with a knife tool (white arrows). The top shows the four newly created squares in the corners. Step 4. Step 6. Select the top polygon and bevel it straight up with these settings (Figure 1-71): In the top view, select all the back and side polygons and merge them into one (Figure 1-73). Merging polygons will ensure that when you bevel the polygon you will not have gaps between beveled objects. After beveling, the merged polygon is usually split into four-sided polygons. Shift: 24 cm Inset: 0 Edges: Inner 22 sides (Figure 1-75).
Figure 2-2 shows the same cow in subdivision mesh mode. Before starting, you may want to use templates. The Chapter 2 folder on the CD-ROM contains both 2-D and 3-D templates of the cow. Figures 2-3 and 2-4 illustrate the 2-D templates available. 25 Fig. 2-3 The sketched side-view template. Fig. 2-1 A rendered view of the subdivision cartoon cow. Fig. 2-2 A wireframe view of the subdivision cartoon cow. 26 Fig. 2-4 The sketched frontview template. Once you start modeling your own characters, it is recommended that you draw your own template sketches.
Fig. 2-90 Steps 1 2 - 1 4 . Three more tail feather sections are m o d e l e d using shared points. Step 15. The first part of the leg is made from the four points along the bottom of the previously modeled upper leg (Figure 2-91). Copies of the first closed curve are placed along the length of the leg. Open curves connect these oval splines. Note that the bottom front of the leg has three shapes in front and one in the back. These will be used to make the foot. Fig. 2-89 Step 1 1 . The second tail feather uses three shared points and a n e w l y made fourth one.
3-D Human Modeling and Animation, Second Edition by Peter Ratner