By Peter Ratner
All of the instruments and information to create electronic characters which can circulate, convey feelings, and speak 3D 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 machine know-how. This easy-to-follow booklet courses you thru the entire important 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, useful information regarding growing and animating three-D human types. greater than four hundred pictures, interactive records, and fascinating animations incorporated at the CD-ROM aspect 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 correct animation video clips that let you commence modeling and animating at once!
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Additional resources for 3-D Human Modeling and Animation, Second Edition
Points along the back of the body are selected to start each tail section. For the first section, you can select the first set of four points on the back of the body and copy them to another layer (Figure 2-88). Create another vertex and make an open curve to start the tail feather. Duplicate this open curve four times and move each one to make the framework for the tail feather. Each spline should gradually get smaller. Connect the five splines with open curves. Steps 12-14. Figure 2-90 shows the rest of the tail feathers.
1-71 Step 4. Beveling the polygon straight up. Step 5. Subdivide the polygons in the front and side views with a knife tool so that they now look like Figure 1-72. Fig. 1-70 Step 2. Beveling the top polygon in and up slightly. 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).
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