By Peter Ratner
All of the instruments and information to create electronic characters which can stream, show feelings, and speak 3-D Human Modeling and Animation demonstrates how one can use your inventive talents in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent laptop expertise. This easy-to-follow e-book courses you thru all of the beneficial steps to create and animate electronic people. scholars three-D artists will locate this publication to be a useful source. This moment version combines designated, sensible information regarding growing and animating 3D human versions. greater than four hundred pictures, interactive records, and interesting animations integrated at the CD-ROM element the modeling and animation strategies for either female and male figures. bankruptcy goals and routines are tied to the CD-ROM, which additionally presents colour instance pictures, pattern versions, modeling templates, textures, lesson plans, and suitable animation videos that let you commence modeling and animating instantly!
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Additional info for 3-D Human Modeling and Animation, Second Edition
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.
Bevel the back polygon straight with the following settings (Figure 1-60): Step 7. Bevel the back polygon in with the following settings (Figure 1-62): Fig. 1 -60 Step 5. The rear polygon is beveled straight back. Step 6. 5 cm Inset: 17 cm Edges: Inner Fig. 1 -61 Step 6. Beveling the bottom polygon down and in. Fig. 1-62 Step 7. The rear polygon is beveled in. Step 8. Use the knife tool on the back polygon to split it vertically down the center (Figure 1-63). Split the resulting five-sided top and bottom adjoining polygons into three-sided ones.
The head is started by using shared points from the upper and lower beak (arrows in angled view). Using neighboring points to make new patches will ensure that there are no breaks or gaps between meshes. Step 4. Fig. 2-80 Step 2. Two points from the upper beak spline are used to start the lower beak. The four new splines are connected to make the lower beak. 48 The next patch is the cockscomb, the fleshy red crest found on the heads of gallinaceous birds. Using the points or spline on top of the head, begin making the cross sections for this part (Figure 2-82).