By Peter Ratner
All of the instruments and information to create electronic characters that could flow, convey feelings, and speak 3-D 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 newest desktop know-how. This easy-to-follow booklet courses you thru all of the worthy steps to create and animate electronic people. scholars three-D artists will locate this publication to be a useful source. This moment version combines particular, functional information regarding developing and animating three-D human versions. greater than four hundred photos, interactive records, and fascinating animations incorporated at the CD-ROM element the modeling and animation methods for either female and male figures. bankruptcy goals and workouts are tied to the CD-ROM, which additionally presents colour instance photographs, pattern versions, modeling templates, textures, lesson plans, and correct animation videos that let you commence modeling and animating immediately!
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Additional resources for 3-D Human Modeling and Animation, Second Edition
The gray lines indicate the subdivision cage around the model. Step 1. Make a box with the following settings (Figure 1-56): Low X -50 cm Low Y: -50 cm Low Z: -30 cm High X: 50 cm High Y: 50 cm High Z: 30 cm 17 Step 3. Bevel the back polygon back straight with the following settings (Figure 1-58): Shift: 65 cm Inset: 0 Edges: Inner Fig. 1-56 Step 1. Creating a simple box for the hammer. Most subdivision modeling starts with a box. Step 2. 5 cm Edges: Inner Fig. 1-57 Step 2. Beveling back the first section.
2-74 Step 15. The tops of the legs are beveled down and in. Step 18. Step 16. All eight toes should be divided and bent like those in Figure 2-75. Fig. 2-75 Step 16. Dividing the toes and bending them. 46 The wing is made by choosing the polygons on the side of the body and beveling them out. Weld the points of the wing to make them into one piece and eliminate the inside polygons (Figure 2-77). Fig. 2-77 Step 18. Beveling out the wing. Step 19. Refine the shape of the wing by dividing it into smaller polygons.
44 Start the tail feathers by beveling out the end polygons on the body. Refine the shapes of the feathers and body (Figure 2-70). Fig. 2-70 Step 11. Polygons are beveled out and shaped to make the first section of the tail feathers. Step 12. Bevel out the tail feathers some more and taper the ends (Figure 2-71). Fig. 2-72 Step 13. The tops of the legs are beveled down and in. Step 14. Select the bottom polygons of the legs and bevel them up and in a little. Bevel the same polygons down for the long parts of the legs (Figure 2-73).
3-D Human Modeling and Animation, Second Edition by Peter Ratner