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2010-07-10 20:37:47

主要介绍建模

通常建模应该是分成三种方式。
一种是通过二维曲线勾勒出外形,然后填充。最后三维化。
第二种呢,就是直接用三D的基本图形变形得到。
第三种嘛,当前就是前两种结合啊。通常是直接弄个图片,然后在上面开始照猫画虎。

首先要解释的概念就是mesh是什么,一般来讲是指由一系列的点与面构成的多面体。
一般操作提示:Z 切换wire mode 与solid mode.
            右键选择物体。

选择顶点的方法:右键, B-》矩形选择,BB-》圆形选择,Ctrl+左 键,Lasso选择。
F9进入到编辑按钮选择画面。
可以选择modifier,再选择mirror
下边是所有modifier的列表
Deform modifiers
  • – Use bones to deform and animate your object.
  • – Shift the shape of a mesh, surface or lattice to a sphere, cylinder or cuboid.
  • – Bend your object using a curve as guide.
  • – Add a hook to your vertice(s) (or control point(s)) to manipulate them from the outside.
  • – Use a Lattice object to deform your object.
  • – Allows you to deform your object by modifying the shape of another mesh, used as a “Mesh Deform Cage” (like when using a lattice).
  • – Allows you to shrink/wrap your object to/around the surface of a target mesh object.
  • – Applies some advanced deformations to your object.
  • – Deform your object to form (animated) waves.
Constructive modifiers
  • – Create an array out of your basic mesh and similar (repeating) shapes.
  • – Create a bevel on a selected mesh object.
  • – Combine/subtract/intersect your mesh with another one.
  • – Assemble your mesh step by step when animating.
  • – Reduce the polygon count of your mesh.
  • – Use textures or objects to displace your mesh.
  • – Add sharp edges to your mesh.
  • – Splits apart a mesh (to be used with particles).
  • – Allows you to hide some parts of your mesh.
  • – Mirror an object about one of its own axis, so that the resultant mesh is symmetrical, and you only have to model/edit half, a fourth or a eighth of it.
  • – Make an object act similar to a particle but using the mesh shape instead.
  • – Smooth a mesh by flattening the angles between its faces.
  • – Smooth the surface by creating interpolated geometry.
  • – Project UV coordinates on your mesh.
Virtual modifiers
  • – Simulates the properties of a piece of cloth. It is inserted in the modifier stack when you designate a mesh as Cloth.
  • – The object is part of a fluid simulation… Modifier added when you designate a mesh as Fluid. Note that oddly, this modifier cannot be removed from the stack from the Modifiers panel…
  • – Represents a particle system in the stack, so it is inserted when you add a particle system to the object.
  • – The object is soft, elasticated… Modifier added when you designate a mesh as Softbody.
subdivision
应用subdivision可以轻松的增加当前物体的面信息,或者将面分成更多的结点。
W键就会分割了。

在Edit mode下还是存在点编辑,线编辑,面编辑三种方式。

应用mirro时要选择调整center,
方式,在编辑模式,选择一个项点,然后Shift+S 选择Cursor->Selection, 再切换到Object模式,按F9,在Mesh面板中,选择Center Cursor.
这样,物体的Centor就在我们想设定的位置了,随后我们就可以选择任何的轴进行mirror

将3D-Cursor放在一个距原点很近的位置,按Shift+S,选择Cursor->Grid,就可以将3D-Cursor放置在原点了。





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