By Peter Ratner
All of the instruments and information to create electronic characters which can circulate, exhibit feelings, and speak 3-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 desktop know-how. This easy-to-follow publication courses you thru all of the worthy steps to create and animate electronic people. scholars three-D artists will locate this ebook to be a useful source. This moment version combines specified, functional information regarding developing and animating three-D human types. greater than four hundred pictures, interactive documents, and fascinating animations incorporated at the CD-ROM aspect the modeling and animation methods for either female and male figures. bankruptcy goals and workouts are tied to the CD-ROM, which additionally offers colour instance photographs, pattern versions, modeling templates, textures, lesson plans, and proper animation video clips that let you begin modeling and animating without delay!
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Extra resources for 3-D Human Modeling and Animation, Second Edition
The polygon is beveled back once again. 27 Step 4. Select the bottom polygon of the middle section and bevel it down (Figure 2-8). Shift: 15 cm Inset: 2 cm Fig. 2-9 Step 5. The knife tool is used to slice across the neck. Step 6. Select the top front neck polygon and bevel it forward for the chin (Figure 2-10). 5 cm Fig. 2-8 Step 4. The polygon is beveled back once again. Step 5. Reposition the bottom polygon to the right location for the bottom of the neck. Use the knife tool to split the neck polygon in half (Figure 2-9).
Step 3. Select the top polygon and bevel it up and out with these settings: Shift: 1 cm Inset: -2 cm Edges: Inner Fig. 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.
The most important thing to remember about 3-D modeling is not to limit oneself. Experiment with different methods and tools. The mind is an excellent tool, but unfortunately it loves habits. Its tendency is to run in grooves, especially when it finds something it enjoys. Like a broken record player, it will keep playing the same song over and over again unless it is jogged out of its routine. You can see this with some people who have strong likes and dislikes. They are often very narrow-minded and have difficulty thinking out of the box.