By Peter Ratner
The entire instruments and knowledge to create electronic characters that may flow, show feelings, and speak three-D Human Modeling and Animation demonstrates how one can use your creative talents in determine drawing, portray, and sculpture to create lively human figures utilizing the most recent computing device expertise. This easy-to-follow ebook courses you thru all of the valuable steps to create and animate electronic people. scholars three-D artists will locate this ebook to be a useful source. This moment version combines distinct, functional information regarding developing and animating 3D human types. greater than four hundred pictures, interactive documents, and intriguing animations incorporated at the CD-ROM aspect the modeling and animation strategies for either female and male figures. bankruptcy goals and workouts are tied to the CD-ROM, which additionally offers colour instance photos, pattern types, modeling templates, textures, lesson plans, and appropriate animation video clips that let you begin modeling and animating immediately!
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Additional info for 3-D Human Modeling and Animation, Second Edition
Use the knife tool to split the neck polygon in half (Figure 2-9). Fig. 2-10 Step 6. The top front neck polygon is beveled forward. Step 7. Move points to refine the shape of the head. Work in both low-polygon and subdivision modes (Figure 2-11). 28 Fig. 2-11 Step 7. Refining the shape of the head in subdivision mode. Step 8. Select the bottom chin polygon and bevel it down (Figure 2-12). Fig. 2-13 Step 9. The front of the nose polygon is split in half. Notice that the arrows point to the polygons that are split so they will not have five points around them.
30 Fig. 2-18 Step 14. One more bevel on the ear completes the form. Step 15. Select the ear polygons and rotate them forward so the wide parts of the ears are facing forward. Continue refining the head. Select the two polygons on the side of the head above the ears and bevel them out for the horns (Figure 2-19). Step 17. Split the side of the nose polygons vertically with the knife tool and refine the shape of the nose. Scale the front of the nose down to taper it more (Figure 2-21). Shift: 2 cm Inset: -7 mm Fig.
Use these settings (Figure 1-76): Shift: 40 cm Inset: 0 Edges: Inner Fig. 1 -74 Step 7. The merged top polygon is beveled straight up to make the sides and back. Step 8. Select the top horseshoe-shaped polygon and split it into three polygons: one for the back and two for the Fig. 1 -76 Step 9. The back rest is beveled straight up. 23 Step 10. After beveling up the top backrest polygon, split it up so that each section has only four-sided polygons. Select the four corner polygons on the bottom of the chair and bevel them down with the following settings (Figure 1-77): Shift: 36 cm Inset: 6 cm Edges: Inner Fig.
3-D Human Modeling and Animation, Second Edition by Peter Ratner