By Peter Ratner
All of the instruments and knowledge to create electronic characters which can stream, 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 most recent computing device know-how. This easy-to-follow e-book courses you thru the entire valuable steps to create and animate electronic people. scholars three-D artists will locate this booklet to be a useful source. This moment version combines distinct, functional information regarding developing and animating three-D human types. greater than four hundred pictures, interactive records, and intriguing animations integrated at the CD-ROM element the modeling and animation tactics for either female and male figures. bankruptcy ambitions and routines are tied to the CD-ROM, which additionally presents colour instance photos, pattern versions, modeling templates, textures, lesson plans, and appropriate animation videos that let you begin modeling and animating right now!
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Additional info for 3-D Human Modeling and Animation, Second Edition
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). This is the splitting process that occurs after merging and beveling up a polygon.
1-72 Step 5. 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.
Step 18. Fig. 2-19 Step 15. Both arrows indicate the bevel direction of the top two head polygons that will start the horns. Step 16. Select the polygons at the end of the nose and bevel them back and in for the nostrils (Figure 2-22). 5 cm Continue beveling out the horn polygons to make the tips (Figure 2-20). Shift: 10 cm Inset: 2 cm Refine the shape of the horns. Fig. 2-22 Step 18. Nostrils are made by beveling in the front nose polygons (arrows). Fig. 2-20 Step 16. One more bevel for the horns makes the tips (arrows).